Ubique

Hello,

I tried a screnario in Spine Editor on "owl-pro" project:
- on track 0 there is an "idle" animation
- on track 1 there is a "down" animation with additive enabled

When I change animation on track 0 it mixes well.
But when i change animation on track 1, some attachments dissapear and reappear during mix

If additive mode on track 1 is disabled animations mix well, but I lose additive functionality.

Here is a gif showing the problem.
https://drive.google.com/file/d/1CWjniZv0007ULfOXuWrVKPMtqtAv8wZd/view?usp=sharing

Is it a bug or is it just not possible to mix animations on additive track?

I tried this approach in Unity on my own model and it happens there too, and throws assertion failed errors for all bones, and whole model dissapears. Error says that it tried to set local rotation to NaN.
Ubique
  • Mesajlar: 3

Mario

What runtime version are you using? If you got a stack trace, please always post it.
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Mario

Mario
  • Mesajlar: 2970

Ubique

I'm using spine-unity-4.0-2021-12-21 runtime.

It is caused by playing an animation on track 1 with MixBlend.Add and calling SetEmptyAnimation(1, 0.2f) when it finishes

Unity errors are showing only when gameObject with skeletonAnimation script is selected, but model is dissapearing always.

Here is a stack trace form Unity:

Assertion failed on expression: 'CompareApproximately(SqrMagnitude(result), 1.0F)'
UnityEngine.Quaternion:Euler (single,single,single)
Spine.Unity.Editor.SpineHandles:DrawBone (UnityEngine.Transform,Spine.Bone,single,single) (at Assets/Plugins/Spine/Spine/Editor/spine-unity/Editor/Utility/SpineHandles.cs:217)
Spine.Unity.Editor.SpineHandles:DrawBones (UnityEngine.Transform,Spine.Skeleton,single) (at Assets/Plugins/Spine/Spine/Editor/spine-unity/Editor/Utility/SpineHandles.cs:180)
Spine.Unity.Editor.SkeletonRendererInspector:OnSceneGUI () (at Assets/Plugins/Spine/Spine/Editor/spine-unity/Editor/Components/SkeletonRendererInspector.cs:184)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

Quaternion To Matrix conversion failed because input Quaternion is invalid {-nan(ind), -nan(ind), -nan(ind), -nan(ind)} l=-nan(ind)
UnityEngine.Matrix4x4:TRS (UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Vector3)
Spine.Unity.Editor.SpineHandles:DrawBone (UnityEngine.Transform,Spine.Bone,single,single) (at Assets/Plugins/Spine/Spine/Editor/spine-unity/Editor/Utility/SpineHandles.cs:223)
Spine.Unity.Editor.SpineHandles:DrawBones (UnityEngine.Transform,Spine.Skeleton,single) (at Assets/Plugins/Spine/Spine/Editor/spine-unity/Editor/Utility/SpineHandles.cs:180)
Spine.Unity.Editor.SkeletonRendererInspector:OnSceneGUI () (at Assets/Plugins/Spine/Spine/Editor/spine-unity/Editor/Components/SkeletonRendererInspector.cs:184)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

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I also checked that "owl-pro" project was initially for editor version 4.0.07 and in this version everything works fine.
Bug showed in version 4.0.58 and 4.0.51, there were also a message that project was in older version

---

Hello,

Are there any updates on this bug?
Bu mesaja eklenen dosyaları görüntülemek için gerekli yetkilere sahip değilsiniz.
Ubique
  • Mesajlar: 3

Nate

Sorry for the delay! You're right, it is a problem. We've fixed it in the 4.0 spine-libgdx runtime just now:
https://github.com/EsotericSoftware/spine-runtimes/commit/a5b67629c898787a923fd88b0c6e0b4324df1556

We'll port it to the other 4.0 runtimes ASAP. The fix will be in the next 4.0 editor release. We are focused on 4.1 now though, so we'll hold off on a 4.0 editor release until there are enough changes to warrant it.
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Nate

Nate
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Ubique

Thank you
Ubique
  • Mesajlar: 3

Harald

The fix has also been ported to the spine-unity runtime yesterday, to both the 4.0 and 4.1-beta branches.
Updated 4.0 and 4.1-beta unitypackages can be downloaded here as usual:
Spine Unity Download: Download
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Harald

Harri
  • Mesajlar: 3924

Mario

This fix has also been ported to all other Spine Runtimes on the 4.0, 4.1-beta, and 4.1-beta-physics branches.
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Mario

Mario
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