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Hi

Im new to Spine and currently testing out a few things before I decide if I want to use unity to do all my animations in or use spine. I've watched a bunch of tutorials and played around with the trail version for a few days so I apologise if this is a stupid question but Im trying to figure out how to bake the animations just in case i cant use the spine run-time. I cant export yet to test in unity because of my trial version.

I had a look at the examples supplied by Esoteric and found this tutorial named Spine Unity - Baking to Native Unity Prefab ( ) where it shows you only click on the bake option to bake your animations but in the spineboy_Skeleton-data example Im using there is no bake option to select from. What do I need to do to enable the bake animation option in the inspector in unity?

Thank you for the help

In Spine-Unity for Spine 3.6, there is now a Skeleton Baking window.
To access it, right-click on the SkeletonDataAsset's inspector header (or on the little cog icon on the upper right of the inspector) and choose "Skeleton Baking"

This functionality was moved into its own window to make the SkeletonDataAsset's inspector cleaner, and to avoid confusion regarding how to use it. People were confusing normal use with baking and with the Mecanim controller.

Note the warning. Baking is a specialized tool and is not the main way of using for Spine-Unity.
A lot of Spine's features don't exist in Unity's Animation system so they can't be translated and are ignored in the process.

일 년 후

Will baked animations use less system resources? or will they use more?