这地方不知道怎么操作,它瞄准点的IK既绑定了hip也绑了aim,但只会在做瞄准动画时,crosshair才会有实际用处,编辑模式下并不会影响aim骨骼
另外这个是怎么做到的
不明白示例文件中的功能如何实现
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
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.