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  • [Unity] Odd image jumping issues with a couple animations

Hi,

I have many animations for a part of a game I'm working on and I handle them all with the exact same script, so I would expect their behaviour to be the same.

I set their animation when they get clicked on, like so (it's a simple setup; the character always plays their idle animation but when clicked on they play their action animation):

skeletonAnimation.skeleton.SetToSetupPose();
skeletonAnimation.state.SetAnimation(0, "action", false);

However a couple of my characters are showing the issues shown here:

Image removed due to the lack of support for HTTPS. | Show Anyway


There is a significant delay at the start of the animation (it should jump immediately), and near the end of the animation the fish image jumps around ...

My artist says there is nothing odd looking in Spine, so i'm not sure whats happening here.

This is the only animation to suffer the delay (the framerate doesn't drop or anything, just the animation doesn' t seem to start), however a couple of my other animations have a similar jumping issue.

Any help is appreciated, Thanks.

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Can't imagine what might be going wrong except that the animation itself has the delay and the jumping around image.

Did you animate this? There may be some things to check in Spine editor.

try having your animator scrub the timeline while holding shift so he can see all subframes, the error might visible in the editor then.

Can't imagine what might be going wrong except that the animation itself has the delay and the jumping around image.

That's what I figure, he says nothing looks wrong, but who knows. The only other animations to have the jumping issue also happen to be an animation where the sprite arcs up and down (the other is a water spout) ... maybe something in that part.

Did you animate this? There may be some things to check in Spine editor.

I did not, one of the artists did.

try having your animator scrub the timeline while holding shift so he can see all subframes, the error might visible in the editor then.

I'll get him to try that when he gets in today.

Thanks.

If you can share the JSON ( not the images). We can rule out the data being the problem.

Pharan escribió

If you can share the JSON ( not the images). We can rule out the data being the problem.

fish_jump.json

Thanks.

EDIT: We've been able to find the water squirt issue (not solved yet, but we found it), it occurs in between frames within the Spine editor (so it seems to be an issue with the interpolation in some way, or a setting we haven't found yet). We also solved the pausing issue in the GIF animation, however we are unable to reproduce the jumping issue within Spine.

What's a water squirt issue?

Looks like the animation really does have a pause at the start. It's in the data. It's not a runtime bug.

As for the fish image that briefly appears when he dives, is it possible that the fish image is in one of the splash00xx frames?

I can't see any keys in between whole number frames in the json.

The animator just got me working versions.

NOTE: I know nothing about spine itself, so please ignore the bad explanation.

It seems to be an interpolation issue, to solve it he set the tween graph to just show the next frame instead of tween to it.

Thanks for the help.

5 días más tarde

Sorry I'm late! Probably he needed to use a stepped transition between keys to disable interpolation. To do this, open the graph in the dopesheet and choose the third curve type (looks like a backward L).

Nate escribió

Sorry I'm late! Probably he needed to use a stepped transition between keys to disable interpolation. To do this, open the graph in the dopesheet and choose the third curve type (looks like a backward L).

That was exactly it. (This is what my description above should have said).

Thanks.