• Unity
  • Unity Animation Initial State Broken

Hi all! This is my first post, i just got Spine Pro this week :$
I I have a problem regarding the export of my character from Spine to Unity.
My animation correctly works inside Spine. Inside Unity the first animation played shows correctly, then when i swap to another it breaks, and if i go back to the previous one it is also broken.
My animation uses a lot of mesh switch and i got the fact that i have to create an initial keyframe for EVERY bone/mesh that changes in EVERY other animation. Now that's not a problem when i have 1 character but this causes to me major problems since:
1-i have to rig and animate 100 characters
2-it's hard to debug since i have to try switching in unity all the animations from all states to eachother

In spine the default state works properly so Spine has the info, why isn't that exported correctly to unity? Am i missing something? Do you work around with this in some way?

Thank you in advance!
Michele

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  • Modifié

Hi Michele,

Its done this way to support people who have stacking, additive animation effects. Very powerful and useful feature for characters.

You should call:

anim.skeleton.SetBonesToSetupPose(); 

Before you start any animation in your project and it should cause the unity runtime to work the way you expect.

Thank you!
I still have a problem with a FlipX but i'll manage to fix it in some way, thanks again!