YukiRain

I implement root motion in my action game in this way

https://github.com/YuzikiRain/Learn/blob/master/Unity/Spine/implement%20root%20motion%20in%20special%20way.md

(environment: Unity2018.4.1f, Spine runtime for unity 3.7)

just copy the root bone motion baked and paste to gameObject position, but it's a little complex, and I wonder is there any plan to implement root motion in Unity runtime?
YukiRain
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ara

There was a experimental version of rm:
https://github.com/pharan/spine-unity-experimental/tree/spine-rootmotion
I'm not sure when it will become release version.
Also wondering.
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ara
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YukiRain

It takes me more than 3days to find a solution for root motion, also I find this solution @ara, but unfortunately it does not work for SkeletonMecanim, it just work for SkeletonAnimation, and I finish most of work in Mecanim in my action game, so Arts can naturally complete animation with root motion in Spine Editor, I just need to add them to Unity Animator, set some parameters to translate between state.
YukiRain
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Harald

Thanks for sharing this detailled writeup YukiRain.

Since this is an important feature, we will add it to the runtime in the future, there is now a combined ticket here:
https://github.com/EsotericSoftware/spine-runtimes/issues/1417
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Harald

Harri
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YukiRain

glad to hear that! and hope my solution can help others who need root motion.
YukiRain
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Harald

We can gladly announce that root motion support has arrived for SkeletonAnimation, SkeletonMecanim and SkeletonGraphic! 8)

You can download the updated 3.8 spine-unity unitypackage here as usual:
Spine Unity Download

While the spine-unity documentation sections are currently being updated with the new feature, I'm sure you'll figure it out. :nerd:
From the Changelog:
Added Root Motion support for SkeletonAnimation, SkeletonMecanim and SkeletonGraphic via new components SkeletonRootMotion and SkeletonMecanimRootMotion. The SkeletonAnimation and SkeletonGraphic component Inspector now provides a line Root Motion with Add Component and Remove Component buttons to add/remove the new SkeletonRootMotion component to your GameObject. The SkeletonMecanim Inspector detects whether root motion is enabled at the Animator component and adds a SkeletonMecanimRootMotion component automatically.


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The documentation sections have just been added/updated:
spine-unity Runtime Documentation: Enabling Root Motion
spine-unity Runtime Documentation: SkeletonRootMotion
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Harald

Harri
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ara

Harald писал(а):We can gladly announce that root motion support has arrived for SkeletonAnimation, SkeletonMecanim and SkeletonGraphic! 8)

You can download the updated 3.8 spine-unity unitypackage here as usual:
Spine Unity Download

While the spine-unity documentation sections are currently being updated with the new feature, I'm sure you'll figure it out. :nerd:
From the Changelog:
Added Root Motion support for SkeletonAnimation, SkeletonMecanim and SkeletonGraphic via new components SkeletonRootMotion and SkeletonMecanimRootMotion. The SkeletonAnimation and SkeletonGraphic component Inspector now provides a line Root Motion with Add Component and Remove Component buttons to add/remove the new SkeletonRootMotion component to your GameObject. The SkeletonMecanim Inspector detects whether root motion is enabled at the Animator component and adds a SkeletonMecanimRootMotion component automatically.


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The documentation sections have just been added/updated:
spine-unity Runtime Documentation: Enabling Root Motion
spine-unity Runtime Documentation: SkeletonRootMotion
:fiesta: Most exciting news to me. Thanks Harald !
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ara
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Harald

You're welcome, very glad it's finally done!
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Harald

Harri
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