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[Unity] Spine Unity Examples
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Full install package of latest Spine CSharp and Spine Unity Runtime with Examples.
Normal
http://esotericsoftware.com/files/runtimes/unity/spine-unity.unitypackage
TK2D OBSOLETE Please use 'Normal' spine-unity runtime and see TK2D Import video below
http://esotericsoftware.com/files/runtimes/unity/spine-tk2d.unitypackage
General Unity Workflow
TK2D Setup Process
Eye Constraint
Ground Constraint
Basic Character Control with Spine and Box2D in mind.
Additive Glow Effects Image removed due to the lack of support for HTTPS. | Show Anyway
viewtopic.php?f=11&t=3438
Rope and Spikeball from this thread
viewtopic.php?f=11&t=3453
Spine Attributes
Shared Atlas between Skeletons
Spine Unity Sprite Attachments
Bounding Box Attachments
Ragdolls
Ghosting
Awesome.
Updated with Ground Constraint.
If anyone would like any specific examples of "How to" or "How would Mitch do", please post here
Mitch escribióIf anyone would like any specific examples of "How to" or "How would Mitch do", please post here
Hi, Mitch, how to bind this 'ground constaint' with 2D collider?
Rayvell escribióMitch escribióIf anyone would like any specific examples of "How to" or "How would Mitch do", please post here
Hi, Mitch, how to bind this 'ground constaint' with 2D collider?
Check the use2D parameter on ground constraint.
Bunch of improvements to the importer are now on Git.
Also added a Basic Platformer example with one of my current project's characters to the official repo. It's not perfect but hopefully it'll get some of that "Make a game with Spine" stigma out of the way! :nerd:
Please let me know if there're any problems!
Once again amazing work Mitch!! Still waiting on our animator to wrap up some of the new animations, but I can't wait to dig into this stuff! Thank you, thank you, thank you!
One question! Can I change the prefabs which spine imports to me? (Scale, Position).
I changed some prefabs and it seems spine reseted everything to default sometime! Am I doing it wrong?
wagenheimer escribióOne question! Can I change the prefabs which spine imports to me? (Scale, Position).
I changed some prefabs and it seems spine reseted everything to default sometime! Am I doing it wrong?
Mm.. I thought I fixed this... make sure you're using the latest Spine Unity runtime.
Hey Mitch,
Could you do a walk through of rigging a character specifically using constraints, deforming one image with multiple bones.
Thanks.
I really dig that ground constraint functionality, but here's one thing that's not really clear to me - what if I wanted to have rigidbody component on that raptor, so that I can have gravity and apply force to him?
If I understand it correctly, by adding the rigidbody, the raptor would now "fall through" the platform underneath him. I would therefore need to add a boxcollider2d to the raptor, which would in turn interfere with those ground constraints - just try adding a boxcollider2d and then test the raptor on the an inclined platform - it looks weird.
Or better yet, here are some pictures from our test - just a simple sticky figure. Image removed due to the lack of support for HTTPS. | Show Anyway
On the first picture, you see our sticky figure as he should look on a horizontal platform.
However, when you rotate the platform to an inclined position, his hind leg stands out (second picture). The box collider is too low, preventing the ground constraints to do their job. Image removed due to the lack of support for HTTPS. | Show Anyway
On this picture, you see the sticky hero as he should ideally look on an inclined platform - which we achieved by moving the collider a little bit higher. Image removed due to the lack of support for HTTPS. | Show Anyway
However, when you rotate the platform so that it's horizontal, he now looks weird (a marriage proposal, maybe?). Image removed due to the lack of support for HTTPS. | Show Anyway
There's no way to position the collider in a way that would look good on an inclined plane and simultaneously look good on a horizontal plane. It's either or. We also tried to substitute the box collider with a small circle collider centered at the bottom, which looked slightly better, but not perfect, especially on higher inclines. We also tried having two circle colliders, one for each leg, but that doesn't work either.
Is there any way to use the rigidbody component and the ground constraints at the same time?
On a different note - thanks for all the hard work! It's really awesome just to be able to play with this stuff in the editor.
There are a few methods to deal with this. The first is to take care in the layer masks for ground constraint that it ignores everything except an environment layer.
The next for bipedal characters is to align just the hip bone with the ground normal the character is above. This all comes up with 3D character control too and there is really no end-all solution heh
PaulMcG escribióHey Mitch,
Could you do a walk through of rigging a character specifically using constraints, deforming one image with multiple bones.
Thanks.
:rofl: me next please
PaulMcG escribióPaulMcG escribióHey Mitch,
Could you do a walk through of rigging a character specifically using constraints, deforming one image with multiple bones.
Thanks.:rofl: me next please
That sounds like a job for Shiu lol
Seriously though I'm probably going to talk through making a gun control rig with constraints, I guess I can 2-part it and cover initial setup n stuff too.
Mitch escribióPaulMcG escribióPaulMcG escribióHey Mitch,
Could you do a walk through of rigging a character specifically using constraints, deforming one image with multiple bones.
Thanks.:rofl: me next please
That sounds like a job for Shiu lol
Seriously though I'm probably going to talk through making a gun control rig with constraints, I guess I can 2-part it and cover initial setup n stuff too.
I've actually just done a video on that topic. Video is encoding now and will be uploaded to YouTube within the next 15 minutes
Video is now up
Speaking of the platformer example from Mitch.
If I walk down stairs or angled platforms, the player is keep falling rapidly, what stops the player from being able to jump. Is there an easy way to prevent this?
edit: Found some solutions here ->
http://answers.unity3d.com/questions/33 ... -walk.html
I hope I'll get them work with Mitch's platformer controller example.
Thanks Shiu, Really helpfull
Hi! We're using Spine for animations at our work, and only just getting into it. Fascinating program!
The programmers are running into an issue though where Unity doesn't seem to be able to process any of our Stepped/no interpolation commands in Spine. Is there some process we're missing?
Example: if we have image01 on frame 5, and image02 on frame 10, and we don't want it to tween between them... Currently we have to copy frame 5 and paste it on frame 9. Is there a simpler way to do this so the Unity program just knows when tweens aren't supposed to happen? (It's also causing rare, very very rare, flickers between swapping graphics in adjacent frames because we can't set it to no-interpolation for Unity. Very rare! It works smoothly like 95% of the time.)
EDIT:
It would also be nice if there was a feature that allows us to remove interpolation from certain frames in our animation, on the anim side! That would be soooo sweet.
Thanks!
Shiu escribió@[borrado] you can select keys in the Dopesheet then in the Graph Editor set the keys to be
stepped
. This can be done on the white keys in the top row of the Dopesheet to affect all keys on that frame.
Heya!
I did know about these, but when it gets to the programmer, for some reason in unity it doesn't seem to recognize that particular command no matter how we put it in?
MelanieA escribióShiu escribió@[borrado] you can select keys in the Dopesheet then in the Graph Editor set the keys to be
stepped
. This can be done on the white keys in the top row of the Dopesheet to affect all keys on that frame.Heya!
I did know about these, but when it gets to the programmer, for some reason in unity it doesn't seem to recognize that particular command no matter how we put it in?
In that case I think Mitch will need to take a look at it.
Shiu escribióMelanieA escribióShiu escribió@[borrado] you can select keys in the Dopesheet then in the Graph Editor set the keys to be
stepped
. This can be done on the white keys in the top row of the Dopesheet to affect all keys on that frame.Heya!
I did know about these, but when it gets to the programmer, for some reason in unity it doesn't seem to recognize that particular command no matter how we put it in?
In that case I think Mitch will need to take a look at it.
Actually, Shiu, the programmers just retried it with the Stepped graph curve and it worked fine! XD I guess they hadn't tried that particular thing before. Thanks a bunch!!!
Hi Mitch! I have been searching for an example of this all over the internet but have come out empty handed, perhaps you could shed some light. The simplest way i could explain what i want to do is what your site defines as Procedural Animation. I would like to walk and shoot/attack at the same time. If there is already an example or tutorial that shows how to do this please point me in the right direction! Thanks in advance!
hi,how to use IK in unity?
I will be posting more examples now that the runtime update is live.
Starting next week heh - participating in global game jam this weekend.
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xEclypze escribióHi Mitch! I have been searching for an example of this all over the internet but have come out empty handed, perhaps you could shed some light. The simplest way i could explain what i want to do is what your site defines as Procedural Animation. I would like to walk and shoot/attack at the same time. If there is already an example or tutorial that shows how to do this please point me in the right direction! Thanks in advance!
edit: As Pharan has pointed out I posted my own function before, what you want is:
skeletonAnimation.state.SetAnimation(track, name, looping);
@Halfbiscuit. There's no such thing as PlayAnimation
natively in the Spine runtime. That method signature also looks unusual. You must have implemented something yourself.
But yes, SetAnimation
requires that you specify a track number as the last parameter.
Setting an animation on 0, and then another on 1 will make it play both animations at the same time.
Hi ,
We are using Spine and Unity. But the issue we are facing is that on one or two frames are being lost when the same animation is exported and run using Unity. Things are fine when we use the same in Spine.
Any help will be greatly appreciated.
@Pharan Yep my mistake, I used my own function as an example.
skeletonAnimation.state.SetAnimation(track, name, looping);
is what is needed.
Also
skeletonAnimation.GetCurrent (track);
can be used to change the time scale and other variables after the animation has been set.
Hi everyone! I plan to buy Spine this weekend will this runtime support the latest version of Spine and Unity 4.6.1? thanks
Yes, it works with 4.6.1.
And you'll be in good company.
Lots of people using it (based on forum posts at least). Lots of people checking for bugs, awesome people improving it and fixing stuff.
Image removed due to the lack of support for HTTPS. | Show Anyway
Mr. raptor has baked translate handle pie!
Wohoo! Spine + Mecanim love. I think there was some tool floating around last year to import Spine exports as anims, nowhere as powerful and elegant as this though.
Don't know how you're doing it but awesome job, Mitch.
Image removed due to the lack of support for HTTPS. | Show Anyway
That bit in the beginning was filler.
Sure, thanks for the image, not for the totally almost-useless facts about the spine runtime skin system. XD
Pharan escribióThat bit in the beginning was filler.
Sure, thanks for the image, not for the totally almost-useless facts about the spine runtime skin system. XD
Crap lol, you know I recorded that video like 5 times and I totally forgot to thank you for that stuff in the last take too so here goes.
When I'm in the middle of the developing a spine-unity feature and it gets weird and I'm not sure if the UX makes sense or theres some bug, Pharan and I get on Skype screenshare and do what's called pair-programming to hash things out. Sometimes with Nate too - but he just starts posting pictures of his dog's surgically repaired butt after a while ( srsly tho he's super helpful when I am neck deep in the runtimes ).
It's so cool that this kind of advanced collaboration and knowledge pooling can occur in three totally different time zones between people that have never met in person.
Thanks for the help
Forget that. What happened to Moo's butt?
Her anal glands were filling up weekly so we had them removed a while ago. She's fully recovered now, but there was the risk of permanent incontinence and her poor bunghole was a ghastly sight. Good for waking up Mitch when he gets off topic! 8) Little Moo also had giardiasis a few months ago, I have a few bloody stool pics Mitch hasn't seen. Yet. :devil:
You know people can get giardiasis too, right?
You should have your butt checked, and your anal glands cleared. And don't touch the pizza.
Spine and Mecanim! That is seriously awesome.