Great, thanks for the quick reaction!
kamend

- 28 sept. 2014
- Inscrit 2 mai 2014
Hi,
I have updated to the latest C# and Unity runtimes and I have some really weird loop issues. I setup my states through..
state.SetAnimation and state.AddAnimation. And for some reason SetAnimation does not respect the loop options I give it, I think the loop in the Inspector of the SkeletonAnimation is overwriting it in some weird way. Does anybody have the same problem?I am also exporting from the latest 2.0.15 version of Spine.
Kamen
Here is an example, if I set this script but I have loop set to false in the Inspector. The animation won't loop, even though I give it a loop true state.
public class TempScript : MonoBehaviour { private SkeletonAnimation skeleton; void Awake() { skeleton = GetComponent<SkeletonAnimation>(); } // Use this for initialization void Start () { skeleton.state.SetAnimation(0, "animation", true); }
// Update is called once per frame void Update () {
} }- Modifié
Great, works now! Thank you.
I have sent you an e-mail with the project attached.
I have the latest version, tried exporting both in Animated mode and Setup, same result. It's animating the wrong vertices.
Yes, when I disabled the stripping, the Mesh aligned with the texture, but for some reason, the animation is still wrong, some of the vertices I animated in Spine are not moving at all. Seems like a weight problem.
Kamen
Something weird I noticed in the exported Skeleton JSON is that the number of vertices in the FFD animation section does not equal to the numbers in skins section.
{ "bones": [ { "name": "root" } ], "slots": [ { "name": "Circle", "bone": "root", "attachment": "Circle" } ], "skins": { "default": { "Circle": { "Circle": { "type": "mesh", "uvs": [ 1, 1, 0, 1, 0, 0, 1, 0, 0.23828, 0.76757, 0.16601, 0.68945, 0.13671, 0.58593, 0.13671, 0.45703, 0.16796, 0.36914, 0.4082, 0.81445, 0.73632, 0.7539, 0.8457, 0.60351, 0.83789, 0.3164, 0.7246, 0.1914, 0.53906, 0.125, 0.41992, 0.13281, 0.33203, 0.16601, 0.24218, 0.24023 ], "triangles": [ 0, 1, 9, 1, 4, 9, 9, 10, 0, 10, 11, 0, 11, 3, 0, 1, 5, 4, 1, 6, 5, 1, 7, 6, 7, 1, 2, 10, 9, 8, 14, 10, 8, 11, 10, 14, 17, 14, 8, 15, 14, 17, 17, 16, 15, 9, 4, 6, 9, 7, 8, 11, 13, 12, 13, 11, 14, 4, 5, 6, 11, 12, 3, 9, 6, 7, 7, 2, 8, 8, 2, 17, 12, 13, 3, 17, 2, 16, 13, 14, 3, 16, 2, 15, 15, 2, 14, 14, 2, 3 ], "vertices": [ 249.34, -274.82, -262.32, -262.84, -250.34, 248.82, 261.32, 236.84, -137.61, -146.77, -173.65, -105.93, -187.4, -52.61, -185.86, 13.33, -168.82, 57.93, -51.23, -172.79, 117.37, -145.74, 175.14, -70.1, 174.58, 76.89, 118.12, 142.2, 23.97, 178.4, -37.07, 175.83, -82.44, 159.89, -129.3, 123 ] } } } }, "animations": { "animation": { "ffd": { "default": { "Circle": { "Circle": [ { "time": 0 }, { "time": 0.8333, "offset": 8, "vertices": [ -39.01, -43.34, -65.02, -40.45, -46.23, -8.66, -34.68, 5.78, -24.56, 5.77, -18.78, -36.12, 0, 0, 28.9, -2.88, 40.46, 0, 33.23, 24.56, 0, 23.11 ] }, { "time": 1.3333 } ] } } } } } }
May be some error during the export?
Hey Nate,
I have a problem with FFD and Unity, for some reason, the Mesh animation I do in Spine, comes different inside Unity. I noticed that the mesh inside Unity is a little bit different that the one in Spine or at least there is some problem with the size of the texture. I think inside Unity the mesh is not with the correct UV coordinates.I am attaching screenshots from Spine and Unity:
May be I am doing something wrong?
Thanks!