render07 I'm working with engineers who are learning as we go, so I wanted to ask what exactly happens on the Unity end when having a character for multiple skeletons.
When exporting a project with multiple skeletons in it, each skeleton will have its separate skeleton-name.skel.bytes
(or .json
) file exported. These will be imported as separate _SkeletonDataAsset
assets on the Unity side, as if you were importing separate skeletons from separate Spine projects. Your programmers would then work with e.g. separate SkeletonAnimation
GameObjects for the front and back view, enabling and disabling them according to which view should be visible at a current time.
A more unified solution, which does not separte your front and back views into separate skeletons (and thus GameObjects), would be to have the front and back bone hierarchies below a common root
bone, e.g. a hip-front
and hip-back
bone:
root
+- hip-front
+- <front bone hierarchy>
+- hip-back
+- <back bone hierarchy>
This way you could switch visibility of front and back attachments (actually of the slots) via animations.
Or you could use the same bones and switch visible attachments (Skin placeholders) via the animation, as shown in this tip: http://esotericsoftware.com/spine-tips#10-8-directions
There is also a (longer) video series regarding 8-direction-sprites by Erika available here:
VIDEO