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Animation controller looks pretty big
Hello
I've got a Spine model and use it with mecanim, the spine model is fairly big ( 20-30 sprites, and about the same number of bones ), the mecanim file generated ( *.controller ) seems pretty big , around 6.6MB at the moment, I worry that this file will continue to grow as I add new Animations, so I was wondering if there were some tips to trim it's size down ?
Thanks
Did you use Bake?
Hi Mitch
I think artist use it from time to time to generate the mecanim file. What would be the regular way to do it while updating a spine model ?
Thanks
Baking is definitely a "Last resort" if you absolutely can't use the Spine Runtimes for something. It generates very large files and is missing many features.
Mitch a écritBaking is definitely a "Last resort" if you absolutely can't use the Spine Runtimes for something. It generates very large files and is missing many features.
Ok Thanks for your answer, so basicaly we should not use baking as it is just a way to convert Spine animation into Unity animation and ship without the spine runtime. I guess we can just use the SkeletonAnimator and generate a mecanim animation graph from there instead which seems to be the official way to use spine within Unity.
I haven't I've used Spine since a long time ago, so sorry if that question has been ask before, I'm exploring all the new feature right now, it looks like it's really well integrated to Unity now
It definitely still has some problems But its getting there heh. Attachment, Draw Order, and other "Instant" keyframes don't work perfectly with SkeletonAnimator in certain cases... especially when blending.
Baking has one other really cool use, and that is for taking "Rigs" in Spine and turning them into native Unity objects. Like... a background tree or foreground shrub that you want to move dynamically with wind or as a character runs by. Baking supports Skinned meshes so you can Bake objects like that without any animation and then drive the bones with code, and get all the benefits of GPU skinning from Unity instead of the overhead of a Spine Skeleton (all CPU).