Spine导入到Unity后用Skeleton Utility自动生成骨骼后,上半身的骨骼全部集中在剪切蒙版的地面部分,但动作依旧正常进行,有没有大佬也遇见过这个问题

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层次结构中的每个“SkeletonUtililityBone”都可以设置为“Override”或“Follow”模式。 您是否可能将它们全部设置为“Override”,然后用转换的位置覆盖该位置?

Each SkeletonUtililityBone in the hierarchy can be set to mode Override or Follow. Have you perhaps set them all to Override, which would then override the location with the transform's location?

  • LRTM ответили на это сообщение.

    Harald 感谢您的回答,现在SkeletonUtililityBone模式为Follow,但不知道为什么现在骨骼全部都失效了,SkeletonUtililityBone自动生成的骨骼是错误的,从未遇见这种事情

    @LRTM 恐怕自动翻译无法为我正确翻译您的消息。 “你现在所有的骨头都无效”是什么意思? 你能尽可能详细地描述你所看到的吗? 您是说您在 Unity 控制台窗口中收到错误消息吗?

    I'm afraid automatic translation failed to translate your message properly for me. What do you mean by "all your bones are invalid now"? Could you please describe in as much detail as possible what you are seeing? Do you mean that you receive error messages in the Unity Console window?

    • LRTM ответили на это сообщение.

      Harald 是这样的,现在所有的骨骼虽然被SkeletonUtililityBone自动生成了,但全部停留在原地并不会跟着动作进行移动,而且位置绝大部分坐标集中在地面

      @LRTM 这听起来很奇怪。 您是否尝试重新生成所有骨骼都设置为“Follow”的“SkeletonUtilityBone”层次结构? 如果是这样,能否请您向我们发送一个仍然显示此问题的最小 Unity 项目? 你可以给我们发一个zip包到contact@esotericsoftware.com,简单提一下这个论坛帖子,让我们知道上下文,然后我们可以看看。

      This sounds very strange. Did you try re-generating the SkeletonUtilityBone hierarchy with all bones set to Follow? If so, could you please send us a minimal Unity project that still shows this issue? You can send us a zip package to contact@esotericsoftware.com, briefly mentioning this forum thread so that we know the context, then we can have a look at it.