• Runtimes
  • [Unity] Editor Integration Improvements

mark a écrit
Nate a écrit

IK runtime support is coming soon. Set an IK constraint so the eye bone always points to the eye target bone. Use Mitch's stuff to move the eye target bone where you want and the eye bone automatically rotates to point at it.

OK, sounds great! I'd love an example from Mitch when this is all in place. Everything is so bleeding-edge at the moment that I can't see all of the moving parts or how to use them 😉

From other posts I see that IK runtime support for Unity will be coming in the next week or so - would be great!

Yep - I'm waiting on Nate to get the true Spine-IK stuff ready so I can be sure to support it 100% with SkeletonUtility. Also, rxmarcus posted a video of runtime IK working using my bleeding edge Spine Extensions with an IK rig and gun controller I whipped up for it - that code will also go out soon too; just would rather release it when all the IK stuff goes live to avoid codebase overlap and confusion 🙂

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Not sure if this is a Windows thing but the material generation was failing for me because there were rogue spaces in the atlas.txt files I was ingesting. I've edited SpineEditorUtilities.cs to fix it and made a pull request to the spine-runtimes repository.

4 jours plus tard
Mitch a écrit
mark a écrit
Nate a écrit

IK runtime support is coming soon. Set an IK constraint so the eye bone always points to the eye target bone. Use Mitch's stuff to move the eye target bone where you want and the eye bone automatically rotates to point at it.

OK, sounds great! I'd love an example from Mitch when this is all in place. Everything is so bleeding-edge at the moment that I can't see all of the moving parts or how to use them 😉

From other posts I see that IK runtime support for Unity will be coming in the next week or so - would be great!

Yep - I'm waiting on Nate to get the true Spine-IK stuff ready so I can be sure to support it 100% with SkeletonUtility. Also, rxmarcus posted a video of runtime IK working using my bleeding edge Spine Extensions with an IK rig and gun controller I whipped up for it - that code will also go out soon too; just would rather release it when all the IK stuff goes live to avoid codebase overlap and confusion 🙂

Cool! Really looking forward to it all coming together and seeing the cool examples.
I did see the rxmarcus video and it's very nice 🙂
I'm totally into Unity now (and Spine of course 😉) so I really appreciate the extra Unity love with the simplified workflows and any cool examples 8)

This looks very cool, looking forward to it.

Got a question though, I've been using 2d toolkit primarily for 2d development in Unity. Is this tool compatible with 2d toolkit?

If not, is this extensible enough so that I could add some sort of mediator between this and 2d toolkit?

Thanks, and again, looking very sweet.

Got a question though, I've been using 2d toolkit primarily for 2d development in Unity. Is this tool compatible with 2d toolkit?

It will be. 2DTK gave me a free license a week or so ago, been too busy to get to it but yes, it will be supported as well 🙂

very cool, thanks 🙂

6 jours plus tard

Mitch,
this looks awesome and I am really looking forward to it. 🙂
I would like to ask if there is any ETA for the skeleton utility to go live?

Ivanneke a écrit

Mitch,
this looks awesome and I am really looking forward to it. 🙂
I would like to ask if there is any ETA for the skeleton utility to go live?

Waiting for Nate to get IK into the runtimes! There are some breaking changes in regards to update-order that can happen with IK so I figure might as well release it all when its sorted out.

20 jours plus tard

Hey! Sorry for nagging, but when is this coming?

Very soon, maybe today? Mitch has done some super amazing stuff! It's really impressive.

Actually I just noticed this is in the official runtime repository already! Everything related to the new import seems to be working now. It's fantastic.
Is there anything I'm missing?

The new import is in but Mitch has done much more. He has a way of generating GameObjects that follow bones, similar to BoneComponent, and can also do the opposite: modifying the GameObjects can modify the bones. This leads to some really fancy rigs. You can leverage Unity's physics for parts of your skeleton, keep feet on the ground with IK, etc.

Just wanted to give a heads-up for the following video from Unite 2014. They demoed creating a 2d character with the help of the new 2d hierarchy, some IK scripts and then animated in mecanim.
What might be interesting here is the way they have integrated support for IK with handles and gizmos for angle limits.
Who knows - this might be able to be Mitch-ified? 😉

Unite 2014 - 2D Best Practices In Unity http://youtu.be/HM17mAmLd7k
Example code - https://www.dropbox.com/s/kmssm4bc4saezvv/Unite%20Seattle%202D%20Examples.zip

It's neat, though with pretty painful setup and animating. Also the CCD IK isn't deterministic and uses more CPU. The angle limits are nice and we'd like to support that. Spine's IK is only the first version. 🙂

Nate a écrit

It's neat, though with pretty painful setup and animating. Also the CCD IK isn't deterministic and uses more CPU. The angle limits are nice and we'd like to support that. Spine's IK is only the first version. 🙂

Yep, but I was suggesting incorporating ideas from this into the Unity workflow for Spine, not replacing the Spine workflow 😉

mark a écrit
Nate a écrit

It's neat, though with pretty painful setup and animating. Also the CCD IK isn't deterministic and uses more CPU. The angle limits are nice and we'd like to support that. Spine's IK is only the first version. 🙂

Yep, but I was suggesting incorporating ideas from this into the Unity workflow for Spine, not replacing the Spine workflow 😉

The nice thing about my skeleton utility tools is that you are totally welcome to setup IK using those scripts by setting the "BoneComponent" (renamed it; more on that later) to Transform mode and letting the SimpleCCD script handle the rest.

Mitch a écrit
mark a écrit
Nate a écrit

It's neat, though with pretty painful setup and animating. Also the CCD IK isn't deterministic and uses more CPU. The angle limits are nice and we'd like to support that. Spine's IK is only the first version. 🙂

Yep, but I was suggesting incorporating ideas from this into the Unity workflow for Spine, not replacing the Spine workflow 😉

The nice thing about my skeleton utility tools is that you are totally welcome to setup IK using those scripts by setting the "BoneComponent" (renamed it; more on that later) to Transform mode and letting the SimpleCCD script handle the rest.

Cool! Really looking forward to this stuff! 🙂

Alright; who wants to Alpha test this mess? 😮 I need some victi....volunteers. Skype me at: Fenrisul


http://www.xdtech.net/spine/SpineUnity_ ... itypackage

Well, its in the wild now. Use at your own risk. Strongly suggest importing into a blank project (includes both Spine C# and Spine Unity runtimes).

Examples, tutorial videos and feature walk through coming as soon as my throat isn't sore.

Should we put it in Git?

Mitch, I write Playmaker integration of Spine Runtime, and i'm very excited where you take Unity's runtime. I just wanna ask you for a list of what might be as useful actions of your current state of work for Playmaker. We already have three basic actions (see http://esotericsoftware.com/forum/viewtopic.php?f=7&t=3288) I would love to have complete control over spine runtime in Playmaker so that we can create animation controllers there and I see in your post's video that there might be useful actions for what you already achieved in Unity's runtime.