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Seeking best practice for exporting to Unity
Hi,
I am new to unity and spine.
I noticed that it is common for 3D software to export all the animations in a single timeline into unity, and use unity to custom create "animation clips" for each animation. eg: walk, run, attack.
I want to know if it is better for us to animate each animation separately in spine, or animate all actions in a single timeline in spine?
Please advise.
Thanks
The Spine runtimes were designed in a way that it's usually best to animate as separate animations.
This applies to other engines too when using Spine, not just Unity.
Pharan wroteThe Spine runtimes were designed in a way that it's usually best to animate as separate animations.
This applies to other engines too when using Spine, not just Unity.
Thanks Pharan.
I was looking at the FBX model from Unity Zombie Toy.
They have 3-4 animations in a FBX, and we have to manually select the frames to create animation clips.
I thought that their idea is to have same bones to do the animation state blending.
You can do animation state blending with Spine as well, but you are free from having to do the tedious task of selecting frames manually in an FBX to compose animations. You create the animations in the Spine Editor, export, import into Unity, and there you can use various APIs to set and blend animations. I suggest you start with the general Spine Unity documentation here Spine-Unity Runtime Documentation. Our Spine Unity runtime repository at https://github.com/esotericsoftware/spine-runtimes comes with many, many examples that you can work through to see how to control animations.