
1. sayfa (Toplam 1 sayfa)
zfh2773
我使用了一样的骨骼动画对象, 作为影子. 我想让他们的动作完全一致, 请问有什么好办法吗? 

2 months ago
- zfh2773
- Mesajlar: 9
Misaki
我想说的是,从你的问题中我无法判断你是想在编辑器上还是在运行时创建阴影,所以你能不能再详细说明一下你想达到的效果?
I'm afraid to say but from your question I couldn't tell whether you wanted to create the shadow on the editor or at runtime, so could you please elaborate a bit more on the effect you want to achieve?
I'm afraid to say but from your question I couldn't tell whether you wanted to create the shadow on the editor or at runtime, so could you please elaborate a bit more on the effect you want to achieve?
2 months ago
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Misaki - Mesajlar: 1150
zfh2773
[quote="Misaki"][/quote]
这是官方的例子. 我想使用这个方式制作影子. 我想让影子的骨骼动画和Player的骨骼动画保持一致. 请问有什么简单的方式实现?

这是官方的例子. 我想使用这个方式制作影子. 我想让影子的骨骼动画和Player的骨骼动画保持一致. 请问有什么简单的方式实现?
2 months ago
- zfh2773
- Mesajlar: 9
Harald
您可以使用“RenderExistingMesh”示例组件:
spine-unity Runtime Documentation: RenderExistingMesh
-----
You can use the
spine-unity Runtime Documentation: RenderExistingMesh
spine-unity Runtime Documentation: RenderExistingMesh
-----
You can use the
RenderExistingMesh
example component:spine-unity Runtime Documentation: RenderExistingMesh
1 month ago
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Harald - Mesajlar: 4449
zfh2773
是很好! 但“RenderExistingMesh”和“SkeletonRenderTexture”组件不能一起使用。
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That's good! But the "RenderExistingMesh" and "SkeletonRenderTexture" components cannot be used together.
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That's good! But the "RenderExistingMesh" and "SkeletonRenderTexture" components cannot be used together.
1 month ago
- zfh2773
- Mesajlar: 9
Harald
您的意思是您正在使用“SkeletonRenderTexture”示例组件正常渲染“SkeletonAnimation”游戏对象,然后想使用例如第二次绘制它。 灰色覆盖层来渲染阴影?
如果是这样,那么您可以创建
或者,您可以创建一个类似于相当简单的“RenderExistingMesh”示例脚本的 scipt,您将主要需要调用类似“ownMeshFilter.sharedMesh = referenceMeshFilter.sharedMesh;”的内容来为每个帧分配另一个“MeshFilter”的网格。 然后你还需要在你自己的
-----
Do you mean that you are using the
If so, then you could either create a copy of the
Alternatively, you could create a scipt similar to the rather simple
如果是这样,那么您可以创建
SkeletonRenderTexture
示例脚本的副本并对其进行修改,以便它创建两个游戏对象而不是仅一个来渲染 RenderTexture
,然后只需在以下位置分配相同的 Mesh
和 RenderTexture
两者都创建了游戏对象,并在新的阴影游戏对象上使用灰色叠加着色器。或者,您可以创建一个类似于相当简单的“RenderExistingMesh”示例脚本的 scipt,您将主要需要调用类似“ownMeshFilter.sharedMesh = referenceMeshFilter.sharedMesh;”的内容来为每个帧分配另一个“MeshFilter”的网格。 然后你还需要在你自己的
MeshRenderer
中分配其他 MeshRenderer
的 material.Texture
。 基本上这应该是所有必要的。-----
Do you mean that you are using the
SkeletonRenderTexture
example component to render the SkeletonAnimation
GameObject normally, and then want to draw it a second time using e.g. a gray overlay to render a shadow?If so, then you could either create a copy of the
SkeletonRenderTexture
example script and modify it so that it creates two GameObjects instead of only one to render the RenderTexture
, then simply assign the same Mesh
and RenderTexture
at both created GameObjects, and use a gray color overlay shader at the new shadow GameObject.Alternatively, you could create a scipt similar to the rather simple
RenderExistingMesh
example script, you will mostly need to call something like ownMeshFilter.sharedMesh = referenceMeshFilter.sharedMesh;
to assign the mesh of the other MeshFilter
every frame. Then you also need to assign the material.Texture
of the other MeshRenderer
at your own MeshRenderer
. That should be all that's necessary basically. 1 month ago
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Harald - Mesajlar: 4449
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