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  • Slot Visibility got me crazy...

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Hi guys, :nerd:
Here is my situation.

I've got weapons specific animation, setup like this :

  • quick weapons
  • heavy weapons.

To have a nice and easy setup I thought I could just put all my quick weapons attachments in the quick weapon slot, same for heavy and just display the proper one...
WRONG ! I could not remember for an hour that SLOT VISIBILITY CANT BE KEYED :confused:
You've got the keyable icon in your animation panel but it's basically here to drive you crazy :p

So, how should I proceed to make my 2 differents sets of animation ?
I should also mention that I have different skins for the character.

Thanks 🙂

Hello!
Just create a weapons slot, and create two skin placeholders inside, one for the quick weapons, and another for the heavy weapons. Create a skin for each weapon, then place the attachments inside either of the skin placeholder depending if they're "quick" or "heavy".
Next simply key the skin placeholder visibility in the animations to have all weapons animated for you.

Remember you can see multiple skins at the same time using the skins view:
Skins view - Spine User Guide

And you can see all skin placeholder contents at a glance for moving the attachments easily inside the correct skin using a tree setting:

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Hello Erika, thank you for this quick detailed reply !

Unfortunately I already use skins to actually display different skins ! So I can't have 2 skins for my 2 gameplay styles 🙁
That would mean having skins for...skins !
a "quick weapon skin" for "skin black" another for "skin white" and same for heavy weapon...

Do you have an idea ?

After all this time I still don't really understand why slot visibility is not a thing, or even why turning off a bone doesn't uncheck the slots visibility, or whatever else easy way to hide a slot :/

Hello RemDust,

I don't understand, aren't your weapons already in skins?
Skins can be combined, and you can preview several skins also in the editor using the skins view, if this is your concern:
Skins view - Spine User Guide

As an alternative you could make an animation for each weapon, but that would be time consuming! 😃

Even if you had keyable slot visibility, the contents of the slot would still need to be defined, therefore this wouldn't solve your problem.

If you want to hide a slot when you hide a bone, simply righ-click the bone visibility dot to hide the bone and all of its children, which includes children bones and slots, to show them again simply repeat the process.

Hello Erika, 🙂

I realize my problem is not easy to describe so I photoshoped my setup really quick :

So, basically I want to have different sets of animations based on what weapon type is used. With different weapons of these types it becomes very difficult to display/disappear them properly.

Exemple : if I want to play heavy attack 1, without slot visibility key I would have to uncheck all attachments on first frame ? Then I can I display the right heavy weapon ?

My thoughts were Unity side, quite simply :
What is player weapon ?
(1) -> quick or heavy ?


slot visibility choice
(2) -> weapon Name ?


attachment in appropriate slot defined on (1)

If this issue is to "runtime oriented" tell me if I need to repost in another forum section 😉

[EDIT]
You righ-click on bone tips would be a lifesaver it was keyable and not just editor feature :p

It looks like the Gunman Asset Pack may be what you're looking for then since it includes both a Spine example and a ready Unity framework that shows a variety of weapons without them being in skins:
Spine: Asset Packs

Wall, I guess now I know there is no editor way of doing this at the moment.

The new bone-skin dependant seems to do the trick if I only wanted to use skins for "MoveSet" and not for actual skins.
Maybe I should try to setup my rig with "moveset" and repack the skin at runtime with the actual "appearance skin" :think:

Why don't you want to try use skins for weapons? You could combine skins in the editor and only fill the heavy slot with one skin placeholder that has several skins of only the heavy weapons inside, and the equivalent on the quick weapons, it would be so easy!
Skin placeholders don't need to have contents at all times, and you can combine multiple skins. So it would definitely solve your problem.
Skins - Spine User Guide

The mix-and-match project shows multiple skins that can be recombined inside the editor too:
Mix and Match example
And you can use skin bones, but you don't have to if you don't want, the skin placeholders would be enough.

If however you don't want to put guns in skins, then gunman shows a different approach that requires a runtime setup.

Don't know why I haven't think of mix n match already ! :bigeye:

I guess I must be tired ! :grinfake
Thank you, I'm gonna try that 🙂