Sargon

ezgif-4-4aab220ee48e.gif


https://github.com/5argon/SpineTimeline

I have immediate need to animate my SkeletonGraphic and couldn't wait for the official one, so over the past week I made some custom tracks that could animate it and I thought someone may need it.

A per-track AnimationState is cleared out and remade on every evaluation, that may make it not as efficient but in exchange allow deterministic timeline scrubbing in edit mode. During the duration the original AnimationState is frozen and the timeline try to keep it from taking effect.



The clip could use all extrapolation modes, speed modifier, and looping. Unlike the official it is not going to be backward compatible with 2018.3/4, but you could use markers to flip and set animations. In the gif, unlike the official timeline implementation each clip is a sampled state and not a command, thus when timeline ended it would reset to setup pose. The marker at the final frame instead take this task and make the skeleton continue an animation after the timeline. Enjoy.
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Sargon

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Harald

Thanks very much for sharing this Sargon, very much appreciated! Other users will be very happy about this!
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Harald

Harri
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ara

Thanks for sharing this! Really need spine-timeline feature, especially marks & signals.
I'm going to upgrade my unity to the timeline signals version, to get rid of asking whether my timeline is over everyframe.
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ara
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bali33

Looks great, congrats !

Do you plan to add features like be able to specify a track index, play more than once animation at the same times etc. ?
bali33
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Sargon

bali33 写道:Looks great, congrats !

Do you plan to add features like be able to specify a track index, play more than once animation at the same times etc. ?
Well, since my game doesn't need to mix animation it is unlikely to be soon : P

But the track index is already serialized on each track if you click to inspect it, in the case if you want to add that feature you can do so from that variable.
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Sargon

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