iron59

Good day. I observed that there are instances wherein the bounding box location of the SkeletonAnimation is different from the SkeletonDataAsset. Please see my attached files.

DragonInspector.png


DragonScene.png


The preview in the SkeletonDataAsset is showing the correct position but not in the SkeletonAnimation. Any suggestions on how to resolve this? Thank you very much.
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iron59
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Mitch

Did you also add a bone follower?
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Mitch

Mitch
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iron59

Nope. Just a Bounding Box Follower. Just another note, my previous skeleton animation have correct bounding box positions. Can't find an immediate difference with this one.
iron59
  • Mesajlar: 17

Mitch

Add a bone follower using the Add Bone Follower button in the bounding box follower inspector or use skeleton utility to accomplish the same.
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Mitch

Mitch
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iron59

Sorry for the late reply. I tried adding a bone follower as you've suggested but it still doesn't work. Another info I can share is that the bounding box is attached to the root bone. The bounding box should be static regardless of the animation.

WithBoneFollower.png
Bu mesaja eklenen dosyaları görüntülemek için gerekli yetkilere sahip değilsiniz.
iron59
  • Mesajlar: 17

Mitch

Sorry... add a CHILD object (blank game object), then add BoundingBoxFollower to it, then add BoneFollower using the "Add Bone Follower" button.

https://youtu.be/boIJm1o8Pkw?t=224 (with time index to the important part)
^ see my tutorial video here.



^ or here for more detail and alternate methods.
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Mitch

Mitch
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iron59

Sorry for the bother but I tried the above approach but still the same result :(

Dragon_with_Child.png


Here's a sample of a SkeletonAnimation that works just fine. Not sure what is the difference.

BarbaressPreview.png


Barbaress.png
Bu mesaja eklenen dosyaları görüntülemek için gerekli yetkilere sahip değilsiniz.
iron59
  • Mesajlar: 17

Mitch

Sigh heh. Send the dragon .json .atlas.txt and preferably the .png's associated with it to unity@esotericsoftware.com please - I'll take a look at it when i can :)
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Mitch

Mitch
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iron59

Okay. Just when we're about to prepare the things to send, our animator realized the difference. He flipped the x-pos of the root bone. After adding a child bone to flip it instead. The bounds are placed in the right position. You might want to take a look this if this is the intended behaviour. Thank you very much for the assistance.
iron59
  • Mesajlar: 17

Mitch

Ah. Bone Follower doesn't understand Flip :(

Skeleton Utility does though!
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Mitch

Mitch
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