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  • [Unity] Editor Integration Improvements

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.

Amazing!, this will also work for character with long hair etc. etc...
Well done Mitch 🙂

A couple of errors showing up when importing in a blank project:

Script 'Animation' has the same name as built-in Unity component.
AddComponent and GetComponent will not work with this script.

Assets/spine-unity/SkeletonUtility/SkeletonUtilityBone.cs(98,35): error CS0103: The name `GetComponentInParent' does not exist in the current context


Oh, right. Did a quick Google and GetComponentInParent only works from Unity 4.5 onwards. So there's that.

We just added this to our character roster. One guess how we are going to handle animating his beard 🙂 . Thanks again for some amazing work Mitch! Been playing around with this a lot and everything is working pretty great for me so far. The only issue I'm experiencing is when creating ragdolls, it seems no matter what I do my characters root/hip bone wont drop... so my character looks like he is suspended from the waist. Any thoughts on this?

If you're using the Hinge Chain helper function, is the Hip bone in Override or Follow mode?


Now with more multi-skeleton draw order control.

And more rigidbody / hinge / IK examples



I'm tired and just getting my voice back - don't blame me for disconnected sentences.

AsteriSk! 😃 Payback for mocking my nice bounding boxes!

Sword in the stone pull animation is really freaking awesome!

That's so cool!!!

But you should definitely take some time off to read your 7K+ emails! 😛

Will there be some explanations about how to get IK constraints to raise up a little on uneven terrain, like seen in the video with the sword guy?
I think the feature I try to explain calls "locomotion".

For the uneven terrain footwork magic, you just need to set up your skeleton for normal foot IK, and then control those IK target bones with SkeletonUtility and one extra script that comes SkeletonUtility stuff specifically for this. Mitch made it easy.

Sounds awesome 🙂
I'll look into the script, kinda interesting how it's done.

Has been merged! :party: