ryanm

  • 28 de Nov de 2016
  • Se unió 7 de Jun de 2016
  • Hey there, Spine is great and I love working with it. I especially like that it has UI renderers now, too!

    I recently ran into a problem trying to create a follow bone with a Skeleton Utility on a Skeleton Graphic spine object. It doesn't work! Unfortunately the owners of the application I'm working on insist on using Unity UI for everything, which means Skeleton Animation isn't an option.

    Is there a way to make this work, or a plan to make this possible?

    Thanks,
    Ryan

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  • I wish I knew! I'm having the same problem & trying to do the same thing.

    I think you want to talk to an admin.

  • Bump - I'm having this issue as well.

    Reproducable with the newest version of Spine, the latest .unitypackage plugin, and Unity 5.3.5 in a fresh project.


    16 Jun 2016, 12:20


    I rolled back to Spine 3.2.01 and re-exported. Everything works again.

    The problem is in 3.3.03.

  • Yes, it was weighted with bones! That would be my problem.

    Okay great. That should clear it up. Thanks!

  • I didn't know this was possible - thanks! I'll try this out.


    10 Jun 2016, 09:47


    Alright, I've fired up your sample script and I'm having a problem getting it to recognize the mesh attachment

    marley_head_attachment in [default] is not a MeshAttachment.
    UnityEngine.Debug:LogError(Object)
    <Start>c__Iterator0:MoveNext() (at Assets/Barbarians/Marley2/LinkedMeshSample.cs:30)

     Loading Image
     Loading Image

    Parent attachment is definitely a mesh attachment, but it's not getting recognized as one for some reason? I feel like it's expecting some sort of structure in my spine file that I'm just not cluing in to..

  • Hello! First off, I'd just like to say how impressed I am with Spine. I'm an animation guy (Toon Boom Harmony / Maya) turned Game Developer, and this software has simply knocked my socks off. Really well done.

    I'm trying to change the image displayed by an animated mesh at runtime in Unity. In Spine, I can do this by changing the path of the animated mesh attachment. In Unity, I can't find a way to do this.

    I've tried changing the image with an atlas region attacher, a custom skin, and attachments. These work well to change the sprite but discard the mesh animation. I want the same mesh to animate, but I want to change the image that mesh displays.

    To give some context: I'm building a character customizer and want mesh animation AND the ability to cycle through different images for body parts. I'd like support for many different parts: so I'd like to avoid bundling every possible image together in the same Spine scene (but that part can be tackled later).

    Can someone help me out with this? Thanks!


    07 Jun 2016, 11:05


    A little update: Got this working fine by creating lots of linked meshes in Spine and changing between them in Unity using the Chimera script in the examples. However, I'd love to not have to set up every possible image swap as a new linked mesh in Spine.

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