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  • a problem about mecanim and baking

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i have created idle animation and run animation in my spine skeleton. i want to use mecanim to handle the transition of this two animation. But i confront with a problem.
In ideal situation, when animator's parameters change ,mecanim should stop the running animation and transform to the other one. but it dosent work well, running animation could not be interrupt.And it will play during the transition.it mean animation will play two times after i stop typing my keyboard. i didnt choose "has exit time" in both two animation.By using interruption source, i can let the trasition from idle to run to have an acceptalbe performance.but in the contrary transition,it could not perform well.(because the order of interruption is stable.)
And there are a similar problem in the dashing animation. dashing is too fast that it seem like the animation will begin after the dashing end

I'm not sure I understand your used workflow correctly:
Are you using baked animation tracks, via SkeletonDataAsset's Skeleton Baking window, accessed via gear-icon menu - Skeleton Baking? Or are you using normal Spine Mecanim animation clips, that are generated when you instantiate a Spine Skeleton as SkeletonMecanim for the first time (or via the button Generate Mecanim Controller of the SkeletonDataAsset Inspector)?

Could you perhaps post a short video of the current undesired behaviour you are encountering?
Could you also post a screenshot of your Mecanim State setup, especially the transition configurations between idle and run will be interesting.

Alternatively, you could also send us a minimal Unity project where this problem is still occurring as a zip file to contact@esotericsoftware.com. Then we can have a look at what's going wrong.

Harald yazdı

I'm not sure I understand your used workflow correctly:
Are you using baked animation tracks, via SkeletonDataAsset's Skeleton Baking window, accessed via gear-icon menu - Skeleton Baking? Or are you using normal Spine Mecanim animation clips, that are generated when you instantiate a Spine Skeleton as SkeletonMecanim for the first time (or via the button Generate Mecanim Controller of the SkeletonDataAsset Inspector)?

Could you perhaps post a short video of the current undesired behaviour you are encountering?
Could you also post a screenshot of your Mecanim State setup, especially the transition configurations between idle and run will be interesting.

Alternatively, you could also send us a minimal Unity project where this problem is still occurring as a zip file to contact@esotericsoftware.com. Then we can have a look at what's going wrong.

project was send to email mentioned above,minimal level scene in scenes folder is the scene i put my character in. skeleton is in unity-spine-test folder, and there is a perfab with controller.you can access player character in level manager in the scene.


lizilai yazdı
Harald yazdı

I'm not sure I understand your used workflow correctly:
Are you using baked animation tracks, via SkeletonDataAsset's Skeleton Baking window, accessed via gear-icon menu - Skeleton Baking? Or are you using normal Spine Mecanim animation clips, that are generated when you instantiate a Spine Skeleton as SkeletonMecanim for the first time (or via the button Generate Mecanim Controller of the SkeletonDataAsset Inspector)?

Could you perhaps post a short video of the current undesired behaviour you are encountering?
Could you also post a screenshot of your Mecanim State setup, especially the transition configurations between idle and run will be interesting.

Alternatively, you could also send us a minimal Unity project where this problem is still occurring as a zip file to contact@esotericsoftware.com. Then we can have a look at what's going wrong.

project was send to email mentioned above,minimal level scene in scenes folder is the scene i put my character in. skeleton is in unity-spine-test folder, and there is a perfab with controller.you can access player character in level manager in the scene.

if you could not access email attach file ,i would send it by gmail (or other way you like)tomorrow(or later)


Harald yazdı

I'm not sure I understand your used workflow correctly:
Are you using baked animation tracks, via SkeletonDataAsset's Skeleton Baking window, accessed via gear-icon menu - Skeleton Baking? Or are you using normal Spine Mecanim animation clips, that are generated when you instantiate a Spine Skeleton as SkeletonMecanim for the first time (or via the button Generate Mecanim Controller of the SkeletonDataAsset Inspector)?

Could you perhaps post a short video of the current undesired behaviour you are encountering?
Could you also post a screenshot of your Mecanim State setup, especially the transition configurations between idle and run will be interesting.

Alternatively, you could also send us a minimal Unity project where this problem is still occurring as a zip file to contact@esotericsoftware.com. Then we can have a look at what's going wrong.

i have resent it by gmail. there isnot any essential change in the new project.the only change is that character can flip in a normal way.if you could not access the attached file i sent yesterday,this one could be useful.

Thank you for sending the reproduction packages, we received both your emails. We will have a look at it and get back to you as soon as we have figured out what's going wrong.


The problem lies only with your Mecanim Animator state and transition settings, not with Spine or spine-unity.
You set the Transition Duration to the run state to 0.85. Set it to a low value, e.g. 0.1 instead.

Also, Can transition to self should perhaps also be disabled, otherwise you are starting the same animation multiple times - that depends on what you want though.

Harald yazdı

Thank you for sending the reproduction packages, we received both your emails. We will have a look at it and get back to you as soon as we have figured out what's going wrong.


The problem lies only with your Mecanim Animator state and transition settings, not with Spine or spine-unity.
You set the Transition Duration to the run state to 0.85. Set it to a low value, e.g. 0.1 instead.

Also, Can transition to self should perhaps also be disabled, otherwise you are starting the same animation multiple times - that depends on what you want though.

3q,i ask a noob question……

No problem, glad we could resolve it easily.