To manage multiple facial expressions and control them effectively in Unity, you can use a combination of skins and animations. Here’s a structured approach based on the provided contexts:
Use Skins for Eye Expressions:
- Create separate skins for each eye expression (e.g., Eye Expression 1, Eye Expression 2, etc.).
- Ensure that the skins are named consistently to facilitate easy switching at runtime.
Isolate Blinking Animation:
- Create a separate animation for blinking that only affects the eyes. This can be done by keyframing only the eye attachments and not other body parts.
- Use a higher track in Unity to play the blinking animation on top of other animations. This allows you to control when blinking occurs independently of other animations.
Conditional Blinking:
- For eye expressions that should not be mixed with blinking (e.g., Eye Expression 3 and 4), you can control this in Unity by checking the current skin before playing the blinking animation.
- Implement logic in your Unity script to prevent the blinking animation from playing when these specific eye expressions are active.
Combining Skins at Runtime:
- Use the
Skin.addSkin
method to combine multiple skins if needed. For example, you can combine a base skin with an eye expression skin. - Refer to the Combining Skins section in the spine-unity runtime documentation for detailed code examples.
- Use the
Linked Meshes for Consistency:
- Use linked meshes to ensure that the same meshes and weights are reused across different skins. This helps maintain consistency and simplifies management.
Here’s a brief example of how you might set this up in Unity:
// Assuming you have references to your skeleton and animation state
Skeleton skeleton = skeletonAnimation.Skeleton;
AnimationState state = skeletonAnimation.AnimationState;
// Function to switch eye expression
void SetEyeExpression(string expressionSkinName) {
Skin newSkin = new Skin("combined");
newSkin.AddSkin(skeleton.Data.FindSkin("baseSkin"));
newSkin.AddSkin(skeleton.Data.FindSkin(expressionSkinName));
skeleton.SetSkin(newSkin);
skeleton.SetSlotsToSetupPose();
}
// Function to play blinking animation conditionally
void PlayBlinkingAnimation() {
string currentEyeExpression = GetCurrentEyeExpression();
if (currentEyeExpression != "Eye Expression 3" && currentEyeExpression != "Eye Expression 4") {
state.SetAnimation(1, "blink", true);
}
}
// Example usage
SetEyeExpression("Eye Expression 1");
PlayBlinkingAnimation();
This approach ensures that you can manage multiple facial expressions and control blinking effectively without unwanted overlaps.