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Spine visibility keying issue in unity.
Hey Guys.
My character in spine has lots of body parts that appear and disappear regularly depending on the animation the character is playing.
In spine this all works perfectly fine, but when I bring it into unity I notice that if I don't let an animation finish before moving onto the next, then a body part of 2 doesn't appear.
This is also evident in the inspector when looking at the skeleton to check the animations.
Is there a way to get around such an issue without having to key every single frame of every single animation with visibility?
Here is a Gif of what i mean (note, for some reason this gif doesn't want to repeat...).
http://i.imgur.com/3z5yf1O.gif
I've keyed the first and last frame of each animation, but keying every individual frame isn't so great.
Note: I'm keying the visibility in the tree view by unchecking the circle in the 'eye' column. I'm not changing the opacity, would that be perhaps a better way?
If you get it into the broken state (with parts missing) and click Setup Pose does that fix the missing pieces?