mografi_ben

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  • in reply to: Spine Animation Track #1796
    mografi_ben
    Participant

    Hey, no worries! Really good of you to look at it at all to be honest. And congrats to your brother!

    Agreed, the Spine runtime is super complex – at least to me. I’ve mostly just worked around the limitations. In general I’m using their AnimationState to control animations, it’s just occasionally when I want precise control that I use Slate.

    The only thing that gets weird is the blending from one animation to another (and avoiding blending back to the root pose). If I only have one animation on the timeline, it’s all good.

    in reply to: Sub Cutscenes and Camera Fade #1795
    mografi_ben
    Participant

    Ah, great. Yeah, I don’t use that feature, so I’ll just stick with your original suggestion.

    Thanks!

    in reply to: Spine Animation Track #1792
    mografi_ben
    Participant

    Update: Unfortunately I’m still getting problems with odd mixing behaviour.

    Back to the drawing board…

    in reply to: Spine Animation Track #1791
    mografi_ben
    Participant

    Hi Gavalakis,

    Made some progress on this. A user on the Spine Forums called Boboshu posted some code that seems to get animation blending working. Posting here for your reference – hope that’s ok. This is the change to the UpdateClip method:

    Also need to add these variables:

    and in OnInitialize()

    skeletonAnimation = actor.GetComponent<SkeletonAnimation>();

    Link to original post: http://esotericsoftware.com/forum/Unity-Slate-ith-Spine-3-6-mix-bug-please-help-10825

    in reply to: Sub Cutscenes and Camera Fade #1790
    mografi_ben
    Participant

    Well I’m not sure what I want to do there 🙂
    Can you give me a brief description of what the “active layer” is please?

    in reply to: Sub Cutscenes and Camera Fade #1783
    mografi_ben
    Participant

    Ah, thanks!

    Perhaps it’d be better to edit the OnSampleEnded method itself and only disable the DirectorGUI if isActive? I presume we still want to RestoreLayersActive and all the other stuff in that method?

    What do you think?

    in reply to: Spine Animation Track #1778
    mografi_ben
    Participant

    Hey Gavalakis,

    Did you get round to checking out the 3.6 Spine runtime to see if you could update the Spine Track extension? I made a similar fix to cagezero who posted above, but seeing the same odd behaviour when trying to blend between animations.

    Thanks!

    in reply to: Looping a Section #1686
    mografi_ben
    Participant

    Ah thanks 🙂

    Have ported the change back to my version (need to stick because I’ve modified stuff)

    in reply to: PlayingWrapMode #1542
    mografi_ben
    Participant

    Hi Gavalakis,

    Thanks for confirming.

    The reason I’m doing it this way is because the cutscene is already running (and looping). At a certain point in the game I want the cutscene to finish its current loop and stop. I can’t do that with the Play() method, as if the cutscene is already playing, the method returns early, before changing the wrap mode. Likewise, DefaultWrapMode won’t work since the cutscene is playing already.

    Thanks!

    Ben

Viewing 9 posts - 1 through 9 (of 9 total)