atleyAtOkPlay

Hello and thank you for your time,

I am animating my character through code (not mecanim).

There are several ways to reproduce this pop. First, set up some tracks. We have:

- Track 0: Body
- Track 1: Face
- Track 2: Eyes
- Track 3: Mouth
- Track 4: Override animations, which take over by sliding this track's alpha from 0 to 1 and then from 1 to 0.

The "pop" is actually the skeleton jerking to T-pose. You can reproduce the pop in a few ways:

1. Calling an override animation on track 4. Note the T-pose pop when the override animation is called.

2. Call:

skeletonAnimation.AnimationState.SetEmptyAnimation([ANY TRACK], 0f)

Use a mix duration of 0 seconds. This will trigger a pop even if called on a track that has no active animation on it.

3. Call:

skeletonAnimation.AnimationState.ClearTrack([ANY TRACK])

This will trigger a pop even if called on a track that has no active animation on it.

The issues above are difficult for us because we have no way to clear all of the keys from an animation once that animation has played. Unless we are 100% perfect at clearing each key in Spine, those keys will linger and interfere with subsequent animations.

I am very much so looking forward to your help. Thank you in advance. I really appreciate any assistance with these bugs.

All the best,
Atley
atleyAtOkPlay
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Harald

atleyAtOkPlay писал(а):1. Calling an override animation on track 4. Note the T-pose pop when the override animation is called.
I assume you intended to add a link to a video, as you mentioned Note the T-pose pop, unfortunately it seems to be missing.

What do you mean by calling an override animation? Do you mean you called SetAnimation() or AddAnimation() and set MixBlend at the returned TrackEntry to Replace? You should in general not change MixBlend when starting a normal animation, unless you have reasons for that. Could you share some code? In general these issues do not occur when calling SetAnimation on the first track.
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Harald

Harri
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