IK + FlipX/FlipY is broken all over the place. Beware if you're using Flip and IK at the same time (not just in Unity).
Other than that, are you sure you're resetting all your bones correctly with keyframes at the start of a given animation? Its not like the Spine Editor which uses ResetToSetupPose whenever you switch animations.
IK + FlipX/FlipY is broken all over the place. Beware if you're using Flip and IK at the same time (not just in Unity).
We are not using IK nor Flip. We were flipping the character by changing the scaleX. But even when we enable that the problem persists
Mitch a écrit
Other than that, are you sure you're resetting all your bones correctly with keyframes at the start of a given animation? Its not like the Spine Editor which uses ResetToSetupPose whenever you switch animations.
Yeah we're resetting them.
On the tech side I'm triggering an animation by calling
I had to mess up the textures, but it should still be clear haha.
The animation is triggered in a StateBehaviour btw, so you need to use unity 5 for this project I guess.
adding skeletonAnim.Skeleton.SetBonesToSetupPose(); fixes your issue. your keyframes are wrong.
That looks great, really polished for a weekend project. And the sounds totally finish it haha.
I had already added that line of code after Xelnath had suggested it, it fixes some problems, but I the "FTZ_JumpMid" is somehow still messed up. And in the preview window everything seems to be even worse, but I can live with that I guess haha.
So you're suggesting our problem lies with the actual animations in the spine software? I hate to be that kid in class that just can't stop asking questions, but could you clarify what you mean with the keyframes? I'm not quite sure what I should relay to our animator now.
Edit: What might be related is that I have disabled "Bake Animations" and "Bake IK" in the skeleton, but when I run the scene the values are permanently enabled again, even when I stop playing the scene afterwards.
Edit2: I noticed that the animations seem fine when I disable mxing
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This is what it looks like with mixing;
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During a tutorial it was mentioned that meshes and using mixing doesn't play well together, perhaps that could be the source of our problems? Because we are indeed using meshes on some parts.
The easiest to reproduce transition fail is FTZ_JumpUp
FTZ_Run.
The bit that is wrong is that your JumpUp animation has a Scale key setting Y to -1, and not in Run, so when you transition from JumpUp to Run the Scale Y of the SCARF BONE is never reset. Similarly you're using a HEAD BONE and scaling it down in one animation or the other.
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