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  • [Unity] Add SkeletonAnimation or SkeletonComponent?

Hi,

Bit confused as usual - am I supposed to add SkeletonAnimation or SkeletonComponent? I would prefer just one component to add, so should I merge them or something?

What is the purpose of one and not the other (I ask because they have the same exposed inspector variables so getting a bit confused as if I shouldn't add one of them, as it appears to be doing some of the work twice?

My goal is to animate them easily and get access to bone transforms.

Thanks for reading.

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Ah I see. It derives from SkeletonComponent anyway, so I only need to add SkeletonAnimation. Documentation, guys! I can't start spamming unity forums to get this tool without it, nope! 🙂

/end gentle nagging

hehe, good thing you figured it out. We want to get to documentation soon ourselves, but currently we are in a bit of a transition phase where new features come out and old ones are touched up so starting on detailed documentation now might end up being double work in some areas due to things being changed. We want to make sure we spend our time the best way possible. A good example of this is the Ghosting feature which we just released. I wanted to get to work on an in depth video on it, but we found some things that needed to be changed. We've also been talking about how to polish up Setup mode to make it a little more streamlined, this would touch on documentation as well.
Please be patient, we promise we will get to it as quick as we can.

Stupid ghosting, has burnt up a whole week already. 😢

If we could put up a mini (unofficial) wiki somewhere— I see a lot of Spine-Unity users looking for help but also willing to help— we could put a link to it in the forums?

I was able to use ghosting to stabilize the footing and see how fast it's moving in walk animations, btw. It's really useful for that, but I feel like I'm just going to detach the ball of the foot so it has at least one super stable thing. It's pretty impossible otherwise to get it clean while keeping the timeline editable without an IK solution (not that I think Spine needs runtime IK.).

I have a fair bit of influence and clout over on unity forums so you can expect some sweet custom coming your way. But I can only recommend things I think are idiot proof (mostly because Unity is idiot proof up to a point). I feel spine is by far, coming along to be the best solution for pretty much any game including 2D sprite based affairs.

Why 2D sprite based games? well for a start you get a robust framework, but you also get the POWER to animate small anchor points, for example a hat, a sword and so on, as well as it handling a huge gamut of game engines.

I'd recommend you figure out a way to be able to insert different things "in between" or be able to offset layers a certain amount for true flexibility though, otherwise it becomes difficult trying to synch up a behind and in front animation for the same thing.

Other than that (I read you were already adding stronger cel based support plus events) I can't think of a single reason to use 2D toolkit or ex2D really. It pretty much covers all bases for 2D game development.

Loving it.

Last night had 8 characters on screen in Unity, with a single draw call (Spine plays nicely with dynamic batching). Animations blended between each other smoothly without even needing to bother with Mix, just SetAnimation and setting up tweens between in the skeleton asset. Really do enjoy using Spine. I only code with it though, Giuseppe, our creative lead is the man to use the editor, so he will be giving any feedback if needed.

Please keep up the excellent work, I know it's tiring but you're on the cusp of WORLD DOMINATION.

Ghosting has some neat uses. Shiu's offset feature is really cool for preventing sliding feet in a walk cycle. Badger him to get the ghosting video done! 😃

Thanks hippocoder. 🙂

FWIW there are two new videos:
http://esotericsoftware.com/spine-videos/
Well, the videos are old but they are new on the page. 😉

I'd recommend you figure out a way to be able to insert different things "in between" or be able to offset layers a certain amount for true flexibility though, otherwise it becomes difficult trying to synch up a behind and in front animation for the same thing.

Just curious. I'm not sure what you meant by this.

Also, how familiar are you with binding UVs and multiple textures/materials to a single mesh in Unity? 🙂 And if you're not too familair with it, could you get in touch with someone who is?