Grelle

- 20 фев
- Регистрация: 23 мар 2023
Oh sorry ) I decided I can send a packages only after... getting some confirmation from someone from forum.
I sent the package.And small video with real object and real interaction (by me). This blink on sart of the video is the part of the problematic behaviour.
Tree is set up to:- new mode;
- no Auto Reset;
- interuption source for transition: NextStage
Oh, thanks for info. Unfortunately I had no time to report one problem I found... It was more complicated situation to explain what is going on.
Now I need to check this issue with yout recent update, but I can't take time on it. I'm sorry.
I can provide less investigated results.
It is about this tree and how user interact with it. You can pull it, release it - and this tree go back to idle state, but with animation of some inertia. More you pull - more inertia is. It is made with Blend Tree, no problem.
Problem there: user can pull tree again from inertia state, and tree reacts immidiately, thats all right. But user cat catch the moment when animation is in transition (inertia -> idle). In this case tree will wait transition end, and will react on pull only with some delay.
First, Of course, we made interruption of transition, to make tree react immideately. But in this new mode tree behaviour was completely broken. So, other mods work bad, too (it blinks), but new mode was worst (especially when pull to the left).
We didnt solve this problem. We remove transition interruppt, and made transition time as small as possible, so user will not wait for long time.So I can add some gifs, where user behaviour was imitated by some code. It is sequence:
- user pull,
- user release tree, and wait
- user grab tree again when tree in transition state.
Unfortunately I didnt have time to research Unity animator behaviour in same situation. May be it is all the same, but I doubt.
I have some package with this demo, if you interested.
Hello there!
I have some object (tree), and I need to bend it to left and right (with mouse or finger). I have a problem; when I bend it to the right, it's ok. But when I bend it to left, all goes wrong.
I simplified all project to exclude all interferences.
So, I have:
- bone sequence (4 bones);
- idle animation (1 frame) - no bend;
- left bend animation - 1 frame, 1 bone rotation;
- right bend animation - 1 frame, 1 bone rotation.
- controller in Unity, where I have idle and Blend tree (it has idle in a middle, left and tight).
So, I set bend to some value from -1 to 1, then activate transition.
"Right" side is allrignt. Rotation of the bone changes smoothly from 0 to some correct value.
"Left" side is broken. Rotation goes to some value (less then I need), then it start go back to 0... And suddenly jump to end correct value. And then I activate transition back to idle, rotation makes some move in opposite side (Like easetype InBack).
So: What is going on???
I made the problem less visible by setting Custom MixMode = AlwaysMix, but it is not solution, it is just masking the problev, and I dont understand why it is happened.
In real project I have another bad place in transitions, and root of that other problem also in left-right differences.I tried make Unity object with unity animations (also 1 frame etc). It works fine! Spine object doesnt work fine.
@Harald
I will try latest versions, but later, after weekend.Our company has many not-so-big projects, and we update them - upgrade unity version, plugins for inapps, monetisations. When you have so many projects, you must keep some order - only version of packages across it, reglaments and so on. And sometime you dont try all new versions of other work tools (such as Spine).
So, we dont upgrade spine versions for old projects, it is risk, additional QA time and no profit for monetisation (=
I say it just for showing the case: why someone use newest Unity, but old Spine. We even dont use latest 4.1 at now.So, I understand you; if 4.2 will have the issue, I will try to send project.
If latest 4.1 or 4.2 will help (or you fix issue only on 4.2), it both means I need to ask time for upgrading Spine versions during future updates, and I will have powerful argument.And more: yes, 4.1 doesn't support 2023.2, but - officially - 4.2 doesn't support it too...
@Harald thank you for answers, help and explanations
And one more strange behaviour: when I mouse over "root" (only over, not click), this bone became selected. You cannot select "None" like this, only click.
Oh, I understand that 3.8 is not supported; I just wanted some confirm like: "Yes, it is bug, in is unwanted component behavior".
But I now checked out other project, with Spine 4.1, and this bug here too.
So I want to ask: if there will be fix, does this fix really will be only for 4.2? What about not-so-old and pretty actual 4.1?We have old project with Spine 3.8 animations.
Recently we updated Unity version on 2023.2, and now I cant select bone.
Now I have only "root" bone for select, and search field.
But when I want select bone "head", I cant choose it - only bones, what are inside it.
When I search bone "neck", it cant be searched.
This bones 100% are in project.
What's happens?..
We use 3.8 runtime, I know this is old, but we cant simply change version (at now).
It all was alright in 2023.1.Wow, some rocket science just happens!
Thanks for answer, and for the confirmation.Here is the question.
I had project with some base skin, which contains original mesh.
Other skin (full recolor) use linked meshes from original mesh.
And I want only one recolored texture for export (without base texture) for some reason; f.ex. I want only recolored texture in my final application.I found some similar questions:
https://esotericsoftware.com/forum/d/5494-export-just-one-skin
https://esotericsoftware.com/forum/d/24300-export-json-and-texture-atlas
But I know that skeleton contains all skin info in JSON and this is ok.
And there thread are... some quite old, some asks another info.So go on. If I export recolor without base texture (using "no pack"), I get error in Unity (yes, it's Unity runtime).
In these threads I see some mentions about "edit AtlasAttachmentLoader".So, my final question is:
"Edit AtlasAttachment" is still correct way to do this, or there is some other, more actual methods (implemented by Spine side, not runtime)? Or just - some others methodsHello there.
Our animators meet strange thing.
They create prefab with spine object, set it up (like usual, thousand times before), and - suddenly - some strange Mesh Object appears.
You see, some Bears doesnt have this object. This Bears have "None" in mesh field or "Skeleton Mesh" (then you open prefab). It is usual behaviour.
And Problematic bears have this object as Mesh. And it is object is not exist in hierarchy.
So, my questions are:
- What is this new mesh object? Is its appear is bad?
- Why it appears? What settings make it appears?
- How to make all things work as before? We had Spine 3.8 before, and updated it to 4.1 on this project; so it is first wotk with 4.1. And I dont sure version has meaning
- Изменено
There are situations when you need big and small versions of spine object in one project. So, it when I need small object, I dont' need big texture, scaled to small size - I need different texture with smaller atlas size.
It is obvious, but question is: how supposed to work with spine objects?Our animators makes several exports, for example, export_1.0, export_0.25. Both folders contain its own SkeletonData. Then we use necessary size on necessary scene, or prebaf, or whatever.
But this method is unsafe because of human factor. When you have 3-4 different sizes, you must not to forget export all 4 folders when change some animations, and not to mistake with folders and so on.I found than spine can export all atlases with one SkeletonData (just simple scale+siffux in export settings), but I don't sure how it was intended to use. Link to atlas with used size is in SkeletonData, it is not on GameObject. So if I need some prefabs for disfferent places, what I supposed to do? Create SkeletonRenderer (whatever I need) and use SkeletonRendererCustomMaterials for overriding in every place where I use my object?
May be I don't understand how it works, but it is looks heavy for performance - override material at every update, so I wondering: is it possible somehow "cache" , what texture is used for gameobject? Or it is not heavy at all?
Or I am wrong with SkeletonRendererCustomMaterials and I need link to different atlases on SkeletonData object when I load object (somehow)? When I need to do it? If I set link to different atlas, does previous atlas in memory already, and it is become 2 textures in memory at one time?
Harald Thank you so much! I found what solved my problem in documentation. I had mix mode "Mix Next", so that's why translation worked in one direction and didn't work in other direction.
I changed to "Always Mix", as recommended for Override layers, and all works as I expect and need.I just didn't know where to find info about this; so many different info sources, and so many problem with how to describe the problem for google(
So I know how to make it works without leaps - add nessesary keys in default animation. But default animation became soooooo overloaded by useless keys; I try to understand how it works, and how to avoid adding useless keys. I think there is more smart way