• RuntimesUnity
  • Characters feet rotation is wrong after baking spine and animations

Hi,

I have a really weird issue where when I bake my spine characters animation and ik along with it, his feet rotation data gets corrupted I guess? I'm not fully sure, its just like it flips it a complete 180. Do you have any idea why this might happen? It works fine when its not baked but I need it baked so I need this to function correctly. (I've attached a video) Left is normal spine, right is baked

Thanks,
Jed

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Some added information we found out, the animator flipped the root of these characters so they faced the other way. Thats why it showed fine in preview but I guess the baker doesnt account for that so it somehow messes up the feet.

@GambitAnimating I assume that you mean that you are using Skleton Baking as described here in the spine-unity documentation pages, right?

It's hard to say from a video alone without having access to the skeleton assets. It might be a problem due to disabled scale- or rotation inheritance. The list of limitations can be found in the same section of the documentation pages:
https://esotericsoftware.com/spine-unity#Skeleton-Baking

@GambitAnimating In general please never send private messages to share assets or projects, please send us an email to contact@esotericsoftware.com instead.

Having had a look at your asset, it is unfortunately exported using Spine 3.8, which is already very old. A large number of bugs have been fixed in the meantime. It is highly recommended to upgrade to Spine version 4.1. Could you please re-export the same asset from Spine 4.1, then we can have a look at what's going wrong.

    Harald Hi, okay sorry about that. I just sent an email with the new 4.1 files.

    Thanks

    @GambitAnimating Thanks for sending the updated files. The problem seems to be tied to the foot_l and foot_r bones having Inherit Rotation disabled and at the same time being scaled -1 in X direction. This seems more like unclean skeleton setup and not like being done on purpose, so this should perhaps be cleaned up anyway. After enabling Inherit Rotation and setting X Scale to 1.0, everything displayed correctly when re-exported and played back in Unity.

    I've opened a ticket here for this issue for you to subscribe:
    EsotericSoftware/spine-runtimes2419
    Unfortunately I'm afraid that since due to this scenario being an edge case and skeleton baking not being recommended to be used, we won't get to fix this issue in the near future. Especially with the new 4.2-beta release, we have to attend more pressing matters currently.

    Until this issue is fixed, we highly recommend cleaning up the skeleton setup according to the text above.

    5 天 后

    @GambitAnimating Unfortunately after having a try on fixing support for disabled Inherit Rotation combined with negative scale it turned out to not be feasible due to differences between Unity Transforms and Spine transformations.