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HomeGame DevelopmentPilot spines by animation graph? - Cocos Creator

Pilot spines by animation graph? – Cocos Creator


Howdy,

I’m making an attempt to pilot a backbone animations with an animation graph with out writing code within the 3.5.2 model.

I noticed that the property _animationindex of a Skeleton is animatable in an animation clip, however it doesn’t appear to play the animation.

Is there another method to make use of spines with the built-in animation system with out writing code ?
If not, is there any plans to combine it sooner or later ?


We’ve no plans to combine it in cocos creator, which at present helps the JSON and binary knowledge codecs exported from Backbone, you need to use backbone’s official software to export.

To make clear, I don’t need to edit spines immediately in cocos. I need to set off the animations of an already imported skeleton in an animation graph as a substitute of getting to write down code for it.

I need the graphic designers to have the ability to combine their animations in an present state machine with out the intervention of a dev.

Let’s say that you’ve this quite simple animation graph :

Presently what’s binded to the states are animation clips.

Is there a technique to set off an imported skeletal animation in these clips ?

I do know I may do it by code in a StateComponent, however I need the entire course of to remain in-editor for the artists to do it themselves and keep away from code duplication.

I transferred this request to our animation group



1 Like

For those who’re utilizing 3.6, you possibly can attempt the emdedded participant function by which you possibly can for instance play one other animation clips in a skeleton animation.

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