ciaps

Hi great Spine community,

now that my first problem is solved (thanks Pharan! ) I want to ask for help regarding another weird issue.

So here is the thing: I created those nice walk animations, flipping them on the X axis in spine, not at runtime. The weird thing is that -even though all bones have keyed RTS positions, and they look correctly positioned in Spine- their position is not correct when I import them in Unity.

But the weirdest thing (which is not shown in this gif) is that the sprites (meshes) are perfectly fine!
It means that I did not notice this issue until I started playing around with the SkeletonUtility, as the bones where displayed in the scene editor of Unity.



The problem occurs with all my flipped animations, which are top_right, right and bottom_right. You can see it every time the character walks to the right of the screen.

Any idea of why this happens? How can I solve this?
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ciaps
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Pharan

How exactly are you "flipping them on the X axis in spine"?
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Pharan
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ciaps

Hi Pharan,

I first duplicate an entire animation:


Then I select the root bone, and check the Flip X checkbox:


It looks good in Spine, not in Unity :wonder:
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ciaps
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BinaryCats

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BinaryCats
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Dön Unity