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Spine files for the runtime animations?
Does anyone know where the spine files for the animations used in the runtimes examples (Unity at least) are kept?
I can import the json file into spine, which gets me started, but it would be helpful to have the images folder instead of just the texture pack, so I could see what was going on.
It's mainly because all of my animation transition poorly compared to the example animations- so I would like to see why.
I updated spine, and found most of the examples in the runtime are in the spine install folder.
The only spine file that I need that is not in there is the "foot soldier" used in the example "attributes and AtlasRegions".
Does anyone know where that spine file is located?
10/5/15
Anyone?
'FootSoldier' example in 'Attributes and AtlasRegions' Example Unity scene-
Anyone know where the location of the spine file might be?
Spine Exports the skeleton as a .json (by default) file. the animations are stored in the animations
object. In the runtimes TimeLine_Apply
updates the skeleton as per the animations.
Whats your specific problem with the animations not looking nice?
10/5/15
Anyone?
'FootSoldier' example in 'Attributes and AtlasRegions' Example Unity scene-
Anyone know where the location of the spine file might be?
Never contributed the source files to the examples. It was such a crazy simple character didn't really feel like cleaning it up. You can just directly import the JSON file into Spine though if you wanna see what the rig looks like.
BinaryCats a écritSpine Exports the skeleton as a .json (by default) file. the animations are stored in the
animations
object. In the runtimesTimeLine_Apply
updates the skeleton as per the animations.Whats your specific problem with the animations not looking nice?
It's just that when going from one animation to the next, it leaves the slots/ bones in the last place for the last animation. Pretty sure I just need to select all slots, all bones, after doing an animation and create blank keys for all the first frames and all the last frames. (so for instance when the character eats, and changes to blinking- he looks like he had a stroke because it's using half the positions for the face from the last animation, and half the positions for the new animation).
I forget what I needed from the foot soldier animation now- I know it was the only example to have support for something I was trying to do in Unity, so was pretty surprising that it didn't have a source anywhere.
We do that quite often, key it back to the set up pose. You could also call spSetBoneToBindPose
or something similar.