Hi,

I have a very weird use case where I need to be able to detach parts completely from other parts for example in my game my spines bodyparts can be detached, also the main unit can be flipped in my game so that of course causes issues with the main spine workflow. I flip the spine renderer which flips all parts but I only want to flip the parts still connected to the spine body.

I have figured how to disconnect the parts, that's fine, the flipping is where it messes up. I planned to use the renderer separator but I realized thats for draworder so I cant break it apart one by one. Basically my idea was to separate a part each time one disconnects and only flip the main body that has it's parts still attached. Is there any way to do this? Any way to render specific slots separately or something?

Thanks

Related Discussions
...

@GambitAnimating There are many ways to achieve splitting off parts of a skeleton and flipping. Basically it boils down to these general approaches:

  • a) Keep one skeleton for all parts and override bone locations when split off (using SkeletonUtilityBone in mode Override). Then you likely want a chain of physics components to simulate ragdoll physics of the separated parts. Comes with the drawback that if you split off parts and move the main skeleton away, you have one mesh with parts potentially far apart and outside of the screen (might not be a problem though).
  • b) Have separate skeletons or normal GameObjects (Sprites) for the separated parts. This approach is a bit more flexible and intuitive, since parts don't continue to animate or move along with the main skeleton. Potentially requires more setup to mirror the previous skeleton part's state.

Regarding flipping parts, you have the options to:

  • a) scale the GameObject transform
  • b) scale (flip) the SkeletonRenderer.Skeleton.
  • c) flip individual bones.

You might also want to have a look at this forum thread:
https://esotericsoftware.com/forum/d/15278-mode-override-still-following-parent/4

11 dana kasnije

Hi,

Thank you for the quick reply 🙂 I just wanted to say I ended up going with the Spine baked meshes option, I couldnt get the parts to move the way I wanted even with overriding using a SkeletonRenderer