BinaryCats the man! woot woot!
Thank you.
Mebi

- 3 déc. 2015
- Inscrit 25 juin 2015
- Modifié
- Modifié
Hi! I created and animated a mesh character with SpinePro. Now i want to add a new skin to the character.. I created skin placeholeders for all my slots and put in there the meshes of the first skin, all went smooth. But now to crete the new skin have i to reposition manually all the new textures, create the meshes and attach them to the bones again?
Is there a way to do this faster? Like duplicating the old skin and just replacing the textures with the new ones?- Dans Z order workflow
- Modifié
- Dans Z order workflow
Hi again, i have to ask another question
I'm working on this top-down game and we have gameobjects that can be on top of the player or behind him accordingly on where the character moves.
For example i can move behind a fence or on top of it.Loading Image
The way we worked around this problem is moving character on Z axis and rotate the camera by 30 degrees (we use an ortographic camera so the result does not change).
Are there better ways to do this? Thanks again in advance.
Thanks Mitch!
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Hi all!
I am working on a Top-Down game with lateral perspective (as Binding of Isaac).
I have the need to use 1 skeleton and unique sprites for each view. I have 5 skeletons to create in game a full 8 sides movement. We are using unity.
Here you can see my skeletons in Spine Pro:
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My question is: How do you work with runtimes to move a character with multiple skeletons?
Or how can i manage this in some other ways? Ps. I tried to move bones from a skeleton to another (to export only 1 skeleton with the animations working by turning off each root-skeleton for all the sides they don't are involved with) but i can't apparently- Modifié
Thank you!
I still have a problem with a FlipX but i'll manage to fix it in some way, thanks again!- Modifié
Hi all! This is my first post, i just got Spine Pro this week :$
I I have a problem regarding the export of my character from Spine to Unity.
My animation correctly works inside Spine. Inside Unity the first animation played shows correctly, then when i swap to another it breaks, and if i go back to the previous one it is also broken.
My animation uses a lot of mesh switch and i got the fact that i have to create an initial keyframe for EVERY bone/mesh that changes in EVERY other animation. Now that's not a problem when i have 1 character but this causes to me major problems since:
1-i have to rig and animate 100 characters
2-it's hard to debug since i have to try switching in unity all the animations from all states to eachotherIn spine the default state works properly so Spine has the info, why isn't that exported correctly to unity? Am i missing something? Do you work around with this in some way?
Thank you in advance!
Michele