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catdsnny
We have a number of characters being imported to Unreal, all of which are fine except one - its about 25% of the size of the others. Any hints on what to look for? Thanks!
Bu mesaja eklenen dosyaları görüntülemek için gerekli yetkilere sahip değilsiniz.
1 year ago
- catdsnny
- Mesajlar: 7
Mario
Are you using the UMG SpineWidget or SpineSkeletonComponent? What export settings did you use? Can you create a simple map and add an actor for each of the skeletons you are showing, as a counter check versus your more complex game map?
1 year ago
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Mario - Mesajlar: 3274
catdsnny
I'm using UMG spine widget
Creating a new widgetBP with nothing else yields the same thing
The four other characters are fine - the issue is specific to this character
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I had the artist remove all the effects that were attached to that character and that fixed it, so it looks like it has something to do with a scaling factor on one of the effects that is being applied to the root of the character.
Creating a new widgetBP with nothing else yields the same thing
The four other characters are fine - the issue is specific to this character
---
I had the artist remove all the effects that were attached to that character and that fixed it, so it looks like it has something to do with a scaling factor on one of the effects that is being applied to the root of the character.
Bu mesaja eklenen dosyaları görüntülemek için gerekli yetkilere sahip değilsiniz.
1 year ago
- catdsnny
- Mesajlar: 7
Mario
Ahh, yes, explains it. The
https://github.com/EsotericSoftware/spine-runtimes/blob/4.0/spine-ue4/Plugins/SpinePlugin/Source/SpinePlugin/Private/SSpineWidget.cpp#L72
The bounding box is based on all visible attachments underneath active bones:
https://github.com/EsotericSoftware/spine-runtimes/blob/4.0/spine-cpp/spine-cpp/src/spine/Skeleton.cpp#L434
Assuming your artists have effects under a bone, you could simply disable the bone in the setup pose so the attachments underneath it aren't counted against the setup pose bounding box.
SpineWidget
has to guess at the initial bounding box and thus size of the skeleton. It does so by taking the setup pose bounding box:https://github.com/EsotericSoftware/spine-runtimes/blob/4.0/spine-ue4/Plugins/SpinePlugin/Source/SpinePlugin/Private/SSpineWidget.cpp#L72
The bounding box is based on all visible attachments underneath active bones:
https://github.com/EsotericSoftware/spine-runtimes/blob/4.0/spine-cpp/spine-cpp/src/spine/Skeleton.cpp#L434
Assuming your artists have effects under a bone, you could simply disable the bone in the setup pose so the attachments underneath it aren't counted against the setup pose bounding box.
1 year ago
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Mario - Mesajlar: 3274
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