- Bearbeitet
Problem link between spine animation and Animator
Hi all!
I have a question about spine and animator.
I have created a skeleton_controller to drag and drop my animation in animator. But my animation don't play, even a simple "iddle" after the entry.
When i drag and drop my animation in animator, unity create an animation clip, which can't be play (Game object Dummy Missing). Apparently it's normal unity have some issue with spine animation in animation clip.
But i don't find a solution with animator. Normally it must be play in game.
Problem with my controller in component "animator"?
Something to activate in "skeleton animation scrip"?
Thank you! :beer:
Note that the AnimationClips generated when you use SkeletonAnimator/generate a Mecanim controller are DUMMY ANIMATIONCLIPS. They're only there to store the duration and events. The animation data is still internal to Spine's systems because Unity's animation system doesn't support them.
They can't be previewed through the Animation window.
You're using Mecanim AND PlayMaker?
Thank you Pharan for you answer!
Yes i'm using playmaker and Mecanim. To be honest, i'm using this tools because i'm graphist, not developer ( and french, sorry for my english...).
ok for animation window, i understand.
But normally iddle (on my screen upper) could be play on game view. And it's not. I don't understand. I think it's not playmaker because iddle must be play when i don't give direction control to my character.
But when i put iddle (loop) in animation name ( in skeleton animation script), animation play. But i'm interest to control my different animations (to pass between iddle/run/attack/etc.
Do you think there is a solution with mecanim.
I'm thinking, i checked preview aim in my skeleton-controller and there is nothing: "no model for preview". Unity bug? or not it's my fault
Hello. Sorry, I misread.
Note, SkeletonAnimator and SkeletonAnimation are two different things.
SkeletonAnimation is the standard Spine-Unity component which holds a Spine.Skeleton (.Skeleton) to hold the pose and a Spine.AnimationState (.AnimationState) to hold the active animations. SkeletonAnimation does not need Mecanim.
SkeletonAnimator is the basic Mecanim integration with Spine.Unity. Instead of a Spine.AnimationState, it relies on a Mecanim/Animator component, hence the name SkeletonANIMATOR. To associate internal Spine.Animations with Mecanim states, it uses dummy AnimationClips (which have no data except the duration and events). Since these AnimationClips don't have data, there is nothing to preview in Edit mode.
Please don't confuse the two.
If you are using PlayMaker, you probably don't need to use Mecanim. But it's still an option, as long as you are more comfortable with how it works. For beginners, we would recommend SkeletonAnimation.
"But i'm interest to control my different animations (to pass between iddle/run/attack/etc."
What do you mean by this?
Can I get bone data in SkeletonAnimator?