enjack

SPINE单个骨骼里可以内嵌一个不受主动画影响的独立循环的动画吗?

龙骨里是可以通过把骨架插入到骨骼里实现的 SPINE里的骨架并不能插入到骨骼里。
enjack
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Misaki

我不确定我是否正确理解了你所寻找的东西,因为自动翻译可能没有发挥作用,但我想这取决于你是想在编辑器中还是在游戏中进行。

在Spine编辑器中不可能将某个东西与另一个骨架连接起来,但如果在游戏中使用运行时间,则有可能在骨架之间产生干扰。例如,假设你有一个角色是个巫师,他的魔杖总是被点燃。在这种情况下,即使你为巫师角色创建了一个单独的骨架,并为着火动画创建了一个单独的骨架,你也可以用运行时获得巫师角色的魔杖骨架的位置,从而使魔杖始终被点燃。

以上希望能为您提供参考。

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I'm not sure that I understand correctly what you're looking for as the auto-translation may not be working, but I guess it depends on whether you want to do it in the editor or in-game.

It is not possible to link something to another skeleton in the Spine editor, but It is possible to create interference between skeletons if done in-game using runtime. For example, suppose you have a character who is a wizard and his wand is always lit on fire. In this case, even if you create a separate skeleton for the wizard character and a separate skeleton for the fire animation, you can get the position of the wizard character's wand bone using runtime so that the wand is always lit.

I hope this will help you.
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Misaki

Misaki
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