raptr

When instantiating a Spine object I have the choice between Mecanim and Skeleton Animation. But which one should I use when? Currently is see the follwoing differences:

Mecanim
* Unity Worklfow with Animatior state machine
* Events must be set in Unity
* Cannot mix animations

Skeleton Animation
* Events must be set in Spine
* Mixing of Animations
* States and blending of animation in code only

What are the best practices for both of them? Which one do you recommend?
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raptr
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Pharan

SkeletonAnimator
* Great if you're super familiar with Mecanim (with the workflow and asset management and all its quirks and bugs and workarounds. You'll get all the weird behavior of Mecanim, especially with crossfading animations. Events not firing or sometimes firing twice.).
* I think blendtrees?

SkeletonAnimation
* Nice for simple stuff.
* Nice for flexibility for complicated stuff. (And if you're prepared to code your own animation controller. It's always been worth it in my case.)
* Events have better performance.(Spine uses native C# events. Unity uses slow reflection for its SendMessage-based animation events.)
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Pharan
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decoamorim

I really love working with Mecanim. It is quite easy to mix animations, for example have different animations for torso and legs.
Or make a blend tree for clothes that are meshes deformed by bones (This still a teory but ill try it soon).

I never used the other method. So i can't give my opinion about it.
How is the blending in this method?

Here is what we are doing using mecanim
Developer/Founder at DCF Studios
http://www.studiosdcf.com/
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decoamorim
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raptr

Pharan je napisao/la:SkeletonAnimator
  • You'll get all the weird behavior of Mecanim, especially with crossfading animations. Events not firing or sometimes firing
I had those problems in the past. But the artist is familiar with the mecanim way, so I will try that route first.
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raptr
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Natrag na Unity