• RuntimesUnity
  • 如何在unity的timeline中制作与正常速度播放时完全一致的子弹时间动画

我在spine中制作了一个快速的动画,并且使用了物理约束,我已经安装了官方的timeline扩展包。我现在希望在unity中它能慢速播放的同时保留正常倍速下完全一致的动画,也就是与正常速度下运动幅度完全一致的动画;但不幸的事当我调整动画的timescale时,物理约束的动画幅度都变小了,导致动画很僵硬,我想要知道如何解决这个问题。期待您的回复。

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在Unity中使用Timeline制作子弹时间效果时,保持动画在慢速播放时与正常速度播放时一致,可以通过调整TrackEntry.TimeScale来实现。这样可以单独控制某个动画的播放速度,而不影响其他动画的速度。对于物理约束动画,确保在调整时间缩放时,物理模拟的参数也相应调整,以保持动画的自然流畅。

如果物理约束的动画幅度在调整时间缩放时变小,可能需要手动调整物理参数以适应新的时间缩放。确保在使用Timeline时,物理模拟的时间步长与动画的时间缩放保持一致,以避免动画变得僵硬。

@Telosma Which exact version of the spine-unity runtime (name of the unitypackage, also in Assets/Spine/version.txt or version in the Package Manager) are you using?

Could you please describe in more detail how exactly (in code or settings) you are modifying the animation speed to make it slower?

Also, do you mean that the GameObject's Transform movement is not applied equally to the physics constraints in the skeleton, or that the animation itself played back slowly does not trigger the same physics constraint behaviour?

Could you perhaps share a minimal Unity project which still shows this issue? You can send it as a zip file to contact@esotericsoftware.com, briefly mentioning this forum thread URL so that we know the context. Then we can have a look at it.