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  • Unity Animators and blendtrees

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Hello,
I am using Unity sprites and animations.
We want to move from this to Spine, and use Spine animations on unity. But I have two questions:

1) We already have an animator setup for sprites, but I see no way to introducing the new Spine animations on our animator.

I'm aware that Sprites and the Spine animator is not compatible, so I deleted the sprite renderer and added the skelleton animation, but I can't change the animation played through the animator.

I proceeded to bake the spine animations, which builds an animator and animations ready to be used, but then I should rebuild all the transitions and parameters in my animator. Will I have to rebuild this animator each time a new animation is added?

2) The game is a top-down game, which means each charater has 4 views (top, down, left and rights), and each one is selected through a blend tree in Unity's animator. I understand that each view will have different skelletons. Will this be a problem when setting up the animator?

Last, but not least, thanks for this awesome tool!

If it's real "top-down", why the character has 4 views then? Couldn't you just turn the angle of the character in unity while he's running to the desired direction?

Rob-

Often lighting information will be baked into the art for each of the four angles. Also, the truth is that people often refer to games as top-down to distinguish them from side-scrolling perspective, even though most of the time they are actually a 3/4 angled perspective.

Your scenario is one of the last major game types that I haven't directly addressed yet heh.

In terms of animator support, you don't need to bake to use Animator. Right click on your spine asset and choose the mecanim option.

Westquote wrote

Also, the truth is that people often refer to games as top-down to distinguish them from side-scrolling perspective, even though most of the time they are actually a 3/4 angled perspective.

This is exactly what I mean 🙂

Mitch wrote

Your scenario is one of the last major game types that I haven't directly addressed yet heh.

In terms of animator support, you don't need to bake to use Animator. Right click on your spine asset and choose the mecanim option.

Will this impact in our workflow, or make it incompatible with our project?

Kar wrote
Westquote wrote

Also, the truth is that people often refer to games as top-down to distinguish them from side-scrolling perspective, even though most of the time they are actually a 3/4 angled perspective.

This is exactly what I mean 🙂

Mitch wrote

Your scenario is one of the last major game types that I haven't directly addressed yet heh.

In terms of animator support, you don't need to bake to use Animator. Right click on your spine asset and choose the mecanim option.

Will this impact in our workflow, or make it incompatible with our project?

Personally, I wouldn't use a blendtree to switch between sprite angles... doesn't make a whole lot of sense as opposed to just implicitly setting the angle and leaving Animator to deal with playing animations.