I'm starting to get into deeper character development with mecanim (sorry mitch) and am making sure im not wasting our animators time with some of them.
We have the basics: Idle, Walk, Run, Death, Jump, Block but then have more complex animations when it comes to what the player is currently equipping.
The player could have a 2h sword, 1h sword + shield, spear, dagger all that require different attack animations and Idle, Walk, Run, and Block animations.
In mecanim and Spine do we have to create completely different animations and transitions for Idle -> Walk means it looks for a very specific spine animation called "2h sword walk", "1h sword block", "1h run" etc?
I know in Spine Animator you can play 2 tracks over each other, so to do this in mecanim would I instead inform the Spine animator to make a "Walk" animation and it doesnt include any frames for any of the torso and upper body at all and only moves the legs? Feel like we need a Unity expert to come in and do this right before I create exponential work on the animator.
One example we have is the "1h attack weak sword" animation moves the feet and steps forward and I could see possibly re-using the step part of the animation across all 8 or so attacks we use but that seems like quite a bit of work also.
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Majicpanda
6.5 years ago
- Majicpanda
- Postovi: 197
Mitch
It really depends on if you want the same walk on the legs/body but different on the arms for the sword. Bigger swords often have a different gait.Walk means it looks for a very specific spine animation called "2h sword walk"
If you want to re-use the walking part, just play an animation that only has Arm/Torso keys in a higher mecanim layer.
6.5 years ago
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Mitch - Postovi: 978
decoamorim
Mitch!!! I made a topic about those layers. I think you just answered.Mitch je napisao/la:It really depends on if you want the same walk on the legs/body but different on the arms for the sword. Bigger swords often have a different gait.Walk means it looks for a very specific spine animation called "2h sword walk"
If you want to re-use the walking part, just play an animation that only has Arm/Torso keys in a higher mecanim layer.
To work with layers, a bone that i want to influence, must not have keyframes? Even if is a base pose, one frame ate the beginning?
I think that was it! I cant test now, but tomorrow ill update here if it worked.
Sorry about my enthusiasm here ...is just that Spine/Unity it's F***ing awesome!! hehe
-- 06 Nov 2015, 11:16 --
Yep! That was it, works beautifully!!!!decoamorim je napisao/la:
To work with layers, a bone that i want to influence, must not have keyframes?
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Author of
Cruz Brothers[PS4 / STEAM] [upcoming on XboxOne] - http://www.cruzbrothersgame.com
Bunny Battle Arena[STEAM] - https://store.steampowered.com/app/872340/Bunny_Battle_Arena/
6.5 years ago
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decoamorim - Postovi: 131
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Natrag na Unity
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