RA31596

  • 17 janv. 2023
  • Inscrit 19 août 2017
  • Thanks for helping
    I watched lots of StateMachine lectures on YT and although my C# reading and comprehenssion is akin to a toddler I coould say I was enlightened even just for a bit.

    So apparently hwever, I decided to get back to spine mecanim because I found out a fix on mecanim's animation transitions not looking right which is as simple as keying the last pose of every animation in spine. until I polish my skill on coding I think Ill go first with Mecanim style because for me it's quite more viewer friendly.

    I appreciate for the time and help youve given. thanks !

  • Thank you for the solutio, it worked!

    So apparently hwever, I decided to get back to spine mecanim because I found out a fix on mecanim's animation transitions not looking right which is as simple as keying the last pose of every animation in spine. My C# language reading and comprehension is comparable to an 8 yr old child so until polish my skill on coding I think Ill go first with Mecanim style because for me it's quite more viewer friendly.

    I appreciate all the reply and time for helping me

    more power to you!

    thanks!


    Thank you for the solutio, it worked!

    So apparently hwever, I decided to get back to spine mecanim because I found out a fix on mecanim's animation transitions not looking right which is as simple as keying the last pose of every animation in spine. My C# language reading and comprehension is comparable to an 8 yr old child so until polish my skill on coding I think Ill go first with Mecanim style because for me it's quite more viewer friendly.

    I appreciate all the reply and time for helping me

    more power to you!

    thanks!

  • Hi, I have a question , How can I phrase this in conditional form on spine unity using skeletonanimation.

    upon the completion of animationA, play this animationB next.,

    Thanks much in advance

  • Hello I'm very intrigued in learning how to make a 2d game with spine. I've tested out spine mecanim but the transitions I have is not equal to the spine preview editor. So I went with SpineAnimator.

    It was a daunting and challenging task.
    I'm a novice at programming with little to no experience. I have this issue in my script that I can't get the jump logic right.

    I seperated it to have takeoff, midairloop, and landing.Sadly the landing is problematic and does not work exactly.

    Iv'e attached my script for anyone who's willing to help me out on this. And much Gratitudes in advance.

  • wow, that's amaaaazing!!!, if possible can you share the spine file with us maybe hehe?

  • Damn amazing and adorable attack animations! Could you by chance show as your mesh rig setup on how you did the spinning turtle smash attack animation?

  • I dont know if you guys also played this game but it's one of my favorite Game and its so sad to see it shut down. Made a trbute fanart while also practicing with spine.

  • nice control feedback i think . is it programmed on unity or you use something different?

  • That's dope!!!

  • beautiful work!

  • Thank you for the helpful info. we'll try using bones instead of direct deformations. Also we started pruning some of our animations and the performance lightens up a bit. 🙂

  • Thanks guys. Does a character having 2778 vertex transform and a 1180 vertex count too big for a pc metroidvania sidescrolling game ?

  • Hi, i have a question. Do you have any tips on how we can optimize our spine files? currently our coders detected that one that greatly affects the performance are the vertix count. So we performed a test on how much vertix we are going to limit. In the end its around 800 vertices for each character. But we on the animators side are having a problem because this limit works on simple characters but not on multi pose characters. Thanks .

  • Hello Erikari, first of all thanks for a quick response. Your Mermeow rig is fantastic by the way and the turnaround is smooth. However I'm bit troubled that almost all our character designs are in asymmetrical form and very complex XD. Our solution for now is inserting in between drawings to it but the process requires more time and energy because every additional frame will be painted by our artist. If only the designs are simple and flat colored haha but cant do anything about that XD Anyways thanks again, ill be sure to study the links you shared later after work. 😉