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Spine 2d Hinge Chain issue
Hi,
I was wondering if anyone could shed any light on an issue I'm having.
We are wanting to make some bones dynamic and act as floppy hinge joints. However, when we rotate the parent it seems to go absolutely haywire and stop responding as it should.
To give context this is a "ball" and players will hit this "ball" between each other in various sports modes so the rotation is driven by physics. So we want the neck of the giraffe shown in the video to be a hinge chain but this will mean that everything else is driven by physics. we want the neck to be floppy no matter which way the parent is rotated.
This video shows the problem a little more:
https://www.youtube.com/watch?v=z6nRQdB-6mk
Please send halp!
Is there any way we can set up a 2d hinge chain with a spine asset, add physics to the parents so it can rotate and ragdoll about and then have the lovely floppy hinge chain on the neck without the bones going wonky?!
I fixed your video url (it was the edit-url you have accidentally posted).
Which version of the spine-unity runtime (name of the unitypackage) are you using?
As I noticed the name SCALE
at one of your parent bones: could it be that one of the bones in your hierarchy is scaled negatively (e.g. -1)? If so, does the problem also occur, if you change the scale at all parent bones to a positive value?
Woops what a numpty! Thanks - re the link!
Spine runtime version 3.8.xx (spine-unity-3.8-2020-09-01.unitypackage)
The SCALE name is more of a thing for me. I was ONLY using that bone for scale keys in my animation and only using the rotate for rotate keys. It was actually redundant in the end but its a normal bone just with the name scale. So there are not negative scales.
MattRobertHall написалSpine runtime version 3.8.xx (spine-unity-3.8-2020-09-01.unitypackage)
Since this spine-unity version is already 9 months old, could you please check (in a small separate test project) if the issue still persists when using the latest spine-unity runtime?