Snazzlebot

  • 16 set 2017
  • Si è iscritto 26 lug 2014
  • That's ok, cheers Mitch. I'll look in to and if I make any progress I'll post an update.

  • It seems as though the main Skeleton and Skeleton Lit shaders for the Unity runtime aren't working for Xbox One.
    All our spine characters and assets are rendering out magenta-error colored when we deploy a build with those shaders applied.

    However, the Bones shader does work. We can also use various normal Unity shaders and they work - although obviously none of these have the right look we need (Skeleton Lit).

    Just seeing if anyone else has had to deal with this already, or has some tips before I get stuck in to the shaders myself.

    Thanks!

  • Thanks Patrick appreciate it 🙂

    update: lil Balthazar clip again, its a bit of a FFVII joke from probably the most famous villain scene of the series. The concept for Balthazar was '6yr old with a combover' our game is set in our take on an underworld and Balthazar is a god trapped inside this form.



    This is our beta (sort of) trailer all our characters and most of our enemies are spine which has been crazy awesome to use with unity!

    Still trying to get better with things for doing actual cutscene stuff.
    At the end of the trailer; thats one we've made for the actual game, other than that we are just trying to skill up enough to make them decent but eeeh we just need to practice heaps 😃

  • Yay it's now working Pharan. Thanks so much for your help!

  • Doh, nope still no luck sorry Pharan. Mitch, I dropped the mix value to 0 and sure enough, the event will fire with no mix. It was set at 0.2.
    I'll keep trying to figure it out. I really need that event fired in the last couple frames but along with the mixing.

    Thanks for the help so far.

  • Thanks Pharan, I gave that a try but it didn't seem to work I'm afraid. I didn't set the mix to any specific value, so I'm assuming it's using some default?
    I'm just adding the second animation with the regular stub - AddAnimation(int trackIndex, Animation animation, bool loop, float delay)
    This seems to mix with some default value.

  • Hi, I'm getting a problem where defined events are not firing when placed within the last 5 frames of an animation.

    This only happens if I'm mixing to another animation via 'AddAnimation'.
    If I use 'SetAnimation' after the previous animation completes, then it fires correctly in the final frames, but then I lose the nice blend.

    So it seems any events defined within mixed frames are ignored, is this correct? If so, is that a bug that could be fixed?

    Thanks!

  • Oh cool ok, thanks Pharan.

  • When creating a bone, I used to be able to hold shift to have the image below attach to it. At some upgrade point I seemed to have lost this. I've looked through the hotkey list, but can't see an obvious one for it.
    Does anyone know how to get this back? It was a nice time saver.

    Thanks

  • Here's a small update with some early in-game footage. We use Spine for almost all characters including our main guy.

  • Cheers Nate. It seems I actually had flipped some axis which caused the odd fading. I changed that and it's all fine now.

  • Hi all,

    I have two animation poses (standing & running) which crossfade when switching, which is great but the arms rotate the opposite to how I'd like. Standing has the arms low, and running they are up above the head. The crossfade is swinging the arm back and up, but I want it to be forward and up. Basically I need the rotation value to be decreasing during the crossfade instead of increasing. Is this possible somehow?

    Hopefully that makes sense!
    Thanks

  • This is a short cutscene we made in Spine for an upcoming game:

    We've only been using Spine a short time, but are really enjoying it. We figured we'd try and do cutscenes in it as well and so far are pretty happy with the results.

    update: character voice syncing 'gear up bambi' http://instagram.com/p/wD8Q13PSwH/

    Cheers!

  • The skeleton utility script looks amazing Mitch, thanks for all the work. Can't wait to try it!