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timactive

- 2017年8月22日
- 2017年6月29日に参加
Hi,
I have for my carachter multiple Skeletons animation, for example :
Skeleton_root(idle, use for walk, jump, shoot, ...)
Skeleton_climb(climb, climb_shoot, climb_hit)MyCharacter
-Views
View_root => GameObject with Skeleton animation root
View_climb => GameObject with Skeleton animation root climb
...When i switch to animation in a different skeleton,
my solution is to enable gameobject use
and to disable the gameobject where skeleton animation is not useExample i want to switch animation idle(Root skeleton) to climb(Climb skeleton)
i disable the gameobject View_root and i enable the gameobject View_climbIt is good solution or bad solution?
Hi Pharan,
Thank you for all, i will try now. Sorry for my latence..
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Hi,
I search solution to found firepoint position for my bullet depending skins.
I create 3 skins type long arm, normal, small. Each skin have different Fire Point location.
In Spine Editor, I define skin place holder with Point element, so i have 1 Point for each Skin.But now i want to access this element with skeleton, but i not found any method return Point.
skeletonAnimation.skeleton.Find?Hi there,
I have same problematic, i need a confirmation if my process is good.
I have idea to realize this operation :
I create all model type of weapon in the spine- Blade - weapon
Short Blade : 1 dagger
Normal Blade : Sword - Gun
Short Gun
Normal Gun
Long Gun - Gun 2 hands need
...
All type of weapon have specific bounding box for event hit, etc... The bounding box is define in Spine.
bboxShortBlade
bboxNormalBlade
bboxLongBlade
Each type of weapon have Specific animation.
When a weapon is selected, i use the good bounding box i need, and i replace the model weapon by the weapon selected.
with this method :
I think use skin is not require, perhaps we have better solution to realize this operation quickly but i have follow the mixed example.... Spine.Attachment baseAttachment = baseSkin.GetAttachment("commonWeaponAttachment", "shortBlade"); Spine.Attachment newAttachment = baseAttachment.GetRemappedClone(newWeaponSprite, sourceMaterial); customSkin.SetAttachment("commonWeaponAttachment", "shortBlade", newAttachment); skeleton.SetSlotsToSetupPose(); skeletonAnimation.Update(0); ...
My question it is good process to realize this operation? (Create type of weapon and bounding box in Spine)