• Unity
  • Selective animation cleanup

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I use multi-layer animator setup to override character hands' positions while keeping the rest of the pose. It works great but I encountered a few blending bugs when blending to setup pose on the base (Motion) layer. Disabling the Animation Cleanup toggle fixes these bugs while breaking the multi-layer setup, because animations that should only have keys for hands now override the whole body pose. I would like to cleanup those animations while keeping the setup pose keys on the base (Motion) layer. Is there a way to cleanup only a few selected animations? Is there an intended fix for setup pose blending with multi-layer animators? I use Spine 3.8, but I can move to Spine 4.

Is there a way to cleanup only a few selected animations?

Not sure if I can help with the other stuff, but when you select an animation in the Spine program itself, there is a "Clean Up" button in the bottom right corner, so you can clean up individual animations that way.

Thanks @Jamez0r for answering!

Unfortunately multi-layered SkeletonMecanim blending cannot easily be fixed. For smooth mixing-out you need to ensure that either your higher-layer animation uses a mix-out animation to revert the changes, or that you have keys at your lower (base) layer animations and transition the higher-layer animations to an empty animation. You can find a (very recent) forum posting regarding the same topic here with a few more details:
use SkeletonMecanim How to mix layer?

6 дней спустя

@Jamez0r thank you, this fixed my problem!