Hey, I'm relatively new to Spine and am having some difficulties with the Physics setup. I'm animating a little green slime with a huge tongue (Maybe like the Pokemon Lickitung?). For Idle, Walk, and Jump, the Physics Constraints work perfectly, but for the attack animation, ( In which the Slime whips with its tongue) the Physics doesn't let me complete the movement or control the speed properly, so I wanted to turn these Off only in this animation, or even only during a few frames of it. Does anyone know how to do this? When I turn the constraints off in the tree (in animation mode), it applies to all the other animations too.
How to Turn Off Physics constraints in only one Animation?
To turn off physics constraints for only one animation or specific frames within an animation, you can adjust the mix value of the constraints programmatically. This allows you to control the influence of the constraints dynamically during runtime. Here’s how you can do it:
Set the Mix Value via Script: You can set the mix value of the constraints to 0 for the attack animation, which effectively disables the constraints. Here’s an example in C#:
// Assuming you have a reference to your SkeletonAnimation component SkeletonAnimation skeletonAnimation = GetComponent<SkeletonAnimation>(); // Find the physics constraint you want to modify IkConstraint constraint = skeletonAnimation.Skeleton.FindIkConstraint("yourConstraintName"); // Set the mix value to 0 to disable the constraint constraint.Mix = 0;
Key the Mix Value in Spine Editor: You can also key the mix value of the constraint directly in the Spine Editor for the specific frames of the attack animation where you want the constraint to be disabled. Set the mix value to 0 at the start of the frames where you want the constraint off and back to 1 when you want it on again.
Use Separate Animations: Create a separate animation for the attack where the constraints are disabled. You can then blend between the animations as needed.
Example of Adjusting Mix Value in Code:
void Update() { // Assuming you have a reference to your SkeletonAnimation component SkeletonAnimation skeletonAnimation = GetComponent<SkeletonAnimation>(); // Find the physics constraint you want to modify IkConstraint constraint = skeletonAnimation.Skeleton.FindIkConstraint("yourConstraintName"); // Check if the current animation is the attack animation if (skeletonAnimation.AnimationName == "attack") { // Disable the constraint constraint.Mix = 0; } else { // Enable the constraint for other animations constraint.Mix = 1; } }
By using these methods, you can control the physics constraints dynamically and ensure they are only disabled during the attack animation or specific frames within it.
As Spinebot has said, I recommend n.2, setting the mix to 0 in the specific animation sould allow you to control th attack animation better!
Check out also how you can use deterministic to your advantage!