timactive

  • 2017年8月22日
  • 2017年6月29日に参加
    • 編集済み
  • 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 use

    Example i want to switch animation idle(Root skeleton) to climb(Climb skeleton)
    i disable the gameobject View_root and i enable the gameobject View_climb

    It is good solution or bad solution?

  • Hi Pharan,

    Thank you for all, i will try now. Sorry for my latence..

    • 編集済み
  • 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 @Pharan,
    Thank for your answer so i worked on this direction and work fine.
    In fact it is better process thank.

  • 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 :
      ...
      Spine.Attachment baseAttachment = baseSkin.GetAttachment("commonWeaponAttachment", "shortBlade");
      Spine.Attachment newAttachment = baseAttachment.GetRemappedClone(newWeaponSprite, sourceMaterial);
      customSkin.SetAttachment("commonWeaponAttachment", "shortBlade", newAttachment);
      skeleton.SetSlotsToSetupPose();
      skeletonAnimation.Update(0);
      ...
      
      I think use skin is not require, perhaps we have better solution to realize this operation quickly but i have follow the mixed example.
      My question it is good process to realize this operation? (Create type of weapon and bounding box in Spine)