![]() In the "prone animation", there's only one frame, which has a keyframe on every bone to be able to set the character in that pose <- This is maybe where the problem lies? But this wasn't a problem in Spine, and this wasn't a problem when I was using Skeleton Animation a year ago and did stuff this way. In Spine, the "idle animation" only has keyframes for what needs to be animated, e.g. The problem is I don't know what I am doing. "Always Mix" gives the closest result in Unity, but to quote Harald (I know you are watching )"In general it is not recommended to use "Always Mix" on the base layer unless you know exactly what you are doing". ![]() ![]() To the left we see what it looks like in the Spine editor (and what I want it too look like in Unity), and to the right, Unity. Each part of the skeleton that will move independently needs to be a separate image file. Spine is not an image editor, so you will need to use your favorite image editing software to create the art for your skeleton. The gif shows what it looks like mixing from "Idle" to "prone". A skeleton can have attachments that reference image files. I am a bit confused to what Mix Mode to use in Unity on the Skeleton Mecanim.
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