目前,给上物理之后,再做运镜,会影响到原本的飘动,有没有一种总骨骼运动的的时候不影响原本的物理
用物理之后怎么做运镜
要在使用物理效果后进行运镜而不影响原本的飘动,可以调整 Physics Inheritance
设置。在 SkeletonAnimation
组件的 Advanced
部分中更改 Physics Inheritance
的值,这样可以使物理效果不受 GameObject 的变换运动影响。这样做可以确保在进行运镜时,骨骼的物理效果保持不变。
有关更多信息,可以参考以下文档链接:spine-unity 主组件 #进阶设置参数。
yugutou Perhaps due to the machine translation, I did not understand exactly what you were referring to. Are you referring to flipping the skeleton by scale? Spinebot assumes that your question is about the runtime behavior, but are you asking about the physics behavior when you flip the skeleton in the editor?
I would suggest to have a structure that holds the scene under a bone, while the clipping is outside of said bone, so that you can move the bone holding the scene around to create camera shake effects, zooms, and so on with ease.
As a side note, the examples you are posting are so pretty! Where are they from? I'd love to follow the project.
分来来自【少女战争】
【口袋觉醒】
https://space.bilibili.com/69850602/upload/video
【指间山海】
https://www.bilibili.com/video/BV1rYAfeKEvz/?spm_id_from=333.337.search-card.all.click&vd_source=3ea1c136d567c244f3878727e9ea6e91
所有特效和镜头都是在spine里面实现的
yugutou Thank you for showing us those videos! Now I understand what effect you are talking about. In order to create camera shake caused by the feeling of floating in the sea and shock waves, there are control bones to slightly shift the position of the entire object within the clipping mask, but when you move them, the bones with physics constraints are affected by the bones, which is troubling, right?
Based on my understanding, I believe this is likely difficult to resolve within the Spine Editor itself. Combining it with video editing software or a timeline-editable tool like Unity's Timeline, which allows actual camera use, seems to be the simplest solution at this time.
Actually, we have received requests from other users in the past for a camera function within Spine, and an issue ticket is on our roadmap: EsotericSoftware/spine-editor837
Your case has made me realize the value of having such a feature within Spine. I will add additional information about this matter to the ticket.