Hey @nicloay... just wanted to say thanks for the importer, works great so far! I'm not doing anything too tricky, but it all came in fantastic. If you name your animations correctly in Spine the mechanim clips link up perfectly to the 2D platform controller - pretty cool to see it all work so seamlessly.
Unity3d importer [beta]
Just fixed one more bug faced by Vinson.
- NPE with null attachments at slot animation.
I hope that it won't breake existing slot animation functionality =).
take the latest build here
new release is here
v0.4:
- draw order animation
- spine events in unity
All features has been done by abraksil
I'm very happy to see new developers at this project on github
Thanks for your job man, I'm sure these features will be useful for many people here.
p.s.
if you want to develop this plugin, don't hesitate, just send me pull request and I'll merge your changes to the master.
When I import the animation into Unity...
and then , I update my Spine project, I need to re-import into Unity.
some way to update all changes in Unity project quickly ?
Hi..
I have Question
My Project Have "Mesh"
And I've put in unity3d using this version "unitySpineImporter v0.4 (beta)"
Did, came to this state.
My Setting is
What was wrong
What should I do?
Atlas And Json
skeleton.7z
Hi mogamun
Unfortunately mesh animation is not supported here (unity doesn't have any API to work with mesh animation right now)
You can work with it just using native spine runtime
erictang01 wroteWhen I import the animation into Unity...
and then , I update my Spine project, I need to re-import into Unity.
some way to update all changes in Unity project quickly ?
Right now you can use just manual reimport.
I'm sorry but I think mesh animation is actually supported by Unity.
However in order to do that, you have to uncheck "Strip whitespace X" and "Strip whitespace Y" in the texture packer settings.
More infos in this official video : http://youtu.be/-V84OIvZdQc?t=1m33s
Hope it will help you. Nice sprite by the way
JJTooKind wroteI'm sorry but I think mesh animation is actually supported by Unity.
However in order to do that, you have to uncheck "Strip whitespace X" and "Strip whitespace Y" in the texture packer settings.
More infos in this official video : http://youtu.be/-V84OIvZdQc?t=1m33s
Many thanks for clearing it up, JJTooKind. I was about to start panicking!
Jaf wroteJJTooKind wroteI'm sorry but I think mesh animation is actually supported by Unity.
However in order to do that, you have to uncheck "Strip whitespace X" and "Strip whitespace Y" in the texture packer settings.
More infos in this official video : http://youtu.be/-V84OIvZdQc?t=1m33sMany thanks for clearing it up, JJTooKind. I was about to start panicking!
Unfortunately mesh animation is not supported here (unity doesn't have any API to work with mesh animation right now)
You can work with it just using native spine runtime
Sorry for unclearing this up. As Nicolay said, Nicolay's importer does not support Mesh Animation. Unity does not have the ability to directly modify meshes using its Animator or Animation components.
However in order to do that, you have to uncheck "Strip whitespace X" and "Strip whitespace Y" in the texture packer settings.
More infos in this official video : http://youtu.be/-V84OIvZdQc?t=1m33s
This video is using the official Spine runtimes which do not use Nicolay's importer which generates Unity Animations, not native Spine animations.
Mitch wroteSorry for unclearing this up. As Nicolay said, Nicolay's importer does not support Mesh Animation. Unity does not have the ability to directly modify meshes using its Animator or Animation components.
I'm a little confused here. Ok here's what I'm trying to do: I have used mesh and weighted the character's leg so that it deforms more organically when animating using IK. So basically, there is no animation (or keys) on the mesh or the vertices. The mesh just bends or deforms based on the movement of the bones it's attached to. Will I be able to see it in Unity? Or any texture with "Mesh" applied on won't show up in Unity whether or not it has animation on it?
Thanks a lot for your time.
There are two Spine Unity runtimes: 1) spine-unity which is the official runtime and Mitch's brainchild, and 2) Nicolay's runtime. spine-unity supports all Spine features, so yes, your mesh will appear in Unity and deform as it does in Spine.
Nate wroteThere are two Spine Unity runtimes: 1) spine-unity which is the official runtime and Mitch's brainchild, and 2) Nicolay's runtime. spine-unity supports all Spine features, so yes, your mesh will appear in Unity and deform as it does in Spine.
Hurray! Thanks a bunch, Nate. Much appreciated!
Nate wroteDon't worry, your English is fine.
You dropped the F bomb at just the right time.
There is defintely some benefit to doing things the way Unity users are used to, that's for sure. It's unfortunate if the flow chart stuff can't be used to control code, it seems like a missed opportunity for Unity. I wish I had time to dig into it. I will when I get a chance!
Honestly the way of making things work in Unity is awkward for me. I am sure how spine-unity is used can be made more friendly, even if the flow chart stuff can't be used. A spine-unity controller should be similar to how you had to write code for your controller. Once done it should be relatively easy to customize or reuse.
Spine can do meshes, though I haven't updated the Unity runtimes yet.
I'm not knocking your runtime, it is quite neat.
Probably the biggest advantages are that everything is a GameObject, so you can attach things without using BoneComponent, and that Unity users may already be used to using the Animation tools. It's good to have options!
Hello Nate,
You probably already know this since this was 1 year ago.
Unity's Mecanim ("flow chart stuff") can indeed control code. For all I know, you can select a given animation and have it call a function at a specific point in that animation.
Cheers
Hello, Everytime i try to import my Character, the scale goes way out of control.
I made a video to show what i am talking about. (Sorry about the load time)
Please anybody who thinks they know how to fix this issue, teach me how, it's been slowing down my project for a while now.
Thanks