Hi. Apologies if this has been asked before but I couldn't find it!
We would like to use animation blending in our humanoid based game, but as we use the head bone scale to turn/flip the characters head, this results in the head 'squashing' during interpolation (i.e. from -1, through 0, up to +1).
In hand made animations we simply remove interpolation to keep the head 'solid'.
Is there a way of excluding certain bones from the runtime animation blending?
Thanks for any help!
Stranica: 1/1.
FrazerBee
7 months ago
- FrazerBee
- Postovi: 3
Harald
There is no bone mask support for spine-unity, sorry! The normal solution for anything that requires masking of certain bones would be to split one animation in two in the Spine Editor. So e.g. instead of having a upper and lower bodyFrazerBee je napisao/la:Is there a way of excluding certain bones from the runtime animation blending?
run
animation and play it with all upper-body movement masked out, you could duplicate the run
animation to run-upper
and run-lower
with the respective to-be-masked bone keys removed.In your case you could then customize transition durations of all
head-turn
animations on your head-track to 0 while having normal smooth transitions on the remaining animation tracks. 7 months ago
-
Harald - Postovi: 3914
FrazerBee
Thanks Harald!
Unfortunately that solution sounds like it would add a lot of complexity to our pipeline for only a modest benefit.
Can you suggest any other solutions for 2D character head 'turning' which would play nicely with animation blending?
Thanks again for your input.
Unfortunately that solution sounds like it would add a lot of complexity to our pipeline for only a modest benefit.
Can you suggest any other solutions for 2D character head 'turning' which would play nicely with animation blending?
Thanks again for your input.
6 months ago
- FrazerBee
- Postovi: 3
Harald
The perhaps best solution would be to create transition animations and not rely on interpolation for such transitions. So in your case it would be a
turn
animation which is played before your subsequent animation. Mathematical transitions will anyway not look very natural if the poses are very different. 6 months ago
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Harald - Postovi: 3914
FrazerBee
As we have hundreds of animations triggered dynamically by the player that wouldn't solve our issue, unfortunately.
One solution we intend to try is to, in Unity, force the head bone scale to always be -1 or 1. I'll let you know how it goes!
One solution we intend to try is to, in Unity, force the head bone scale to always be -1 or 1. I'll let you know how it goes!
6 months ago
- FrazerBee
- Postovi: 3
Harald
This is a solution as well of course. Just be sure to not update the bone scale in
Update()
but by registering to the SkeletonAnimation.UpdateLocal
delegate to ensure it's updated at the right time. 6 months ago
-
Harald - Postovi: 3914
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Natrag na Unity
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