Misaki DORABRS 欢迎来到Spine论坛! 你可以在这里找到一个关于如何操纵Spineboy的指南(很遗憾,没有中文翻译): http://esotericsoftware.com/spine-examples-spineboy#Aiming 为了补充你的问题,改变IK约束的混合可以在瞄准和不瞄准目标骨骼之间进行切换 :http://esotericsoftware.com/spine-constraints#Mix 如果有什么不明白的事,请不要犹豫,向我们提出。 Welcome to the Spine forum! You can find a guide about how to rigged Spineboy here (Unfortunately, there is no Chinese translation for it): http://esotericsoftware.com/spine-examples-spineboy#Aiming To add to the point you questioned, changing the Mix of the IK constraint allows to switch between aiming and not aiming at the target bone: http://esotericsoftware.com/spine-constraints#Mix If you have any further questions, please do not hesitate to ask us.
DORABRS Misaki 尝试按示例做了分层动画,在spine的预览中叠加aim动画可以操作crosshair,但导入到cocos,没办法操作crosshair(使用Spineboy没有问题)有哪些需要注意的地方
Misaki DORABRS 仅仅根据这些信息,还不清楚为什么它在cocos中不起作用,但你能确保 aim动画的播放轨道比其他动画高吗?上面的轨道可以覆盖下面的轨道。这里解释了关于 "轨道 "的基本概念。: https://zh.esotericsoftware.com/spine-applying-animations#%E9%80%9A%E9%81%93%28Track%29 如果你在这里公布你的代码,我们将能给你更具体的建议。 Based on that information alone, it's not clear why it's not working with cocos, but could you make sure that the aim animation is playing at a higher track than other animations? The upper track can override the lower track. The basic concept about tracks is explained here: https://zh.esotericsoftware.com/spine-applying-animations#%E9%80%9A%E9%81%93%28Track%29 We would be able to give you more specific advice if you post your code here.