|
@@ -11,17 +11,22 @@ Timeline support is provided as a separate UPM (Unity Package Manager) package.
|
|
|

|
|
|
|
|
|
Spine Timeline currently provides three types of Timeline Playables:
|
|
|
-- `Spine AnimationState Track` *(for `SkeletonAnimation`)*,
|
|
|
-- `Spine AnimationState Graphic Track` *(for `SkeletonGraphic`)*,
|
|
|
-- `Spine Skeleton Flip Track` *(for both `SkeletonAnimation` and `SkeletonGraphic`)*.
|
|
|
+- `SkeletonAnimation Track` *(animates `SkeletonAnimation`)*,
|
|
|
+- `SkeletonGraphic Track` *(animates `SkeletonGraphic`)*,
|
|
|
+- `Skeleton Flip Track` *(flips `SkeletonAnimation` or `SkeletonGraphic`)*.
|
|
|
+
|
|
|
+> Note: Timeline tracks have been renamed in recent versions to improve readability.
|
|
|
+`SkeletonAnimation Track` was called `Spine AnimationState Track`,
|
|
|
+`SkeletonGraphic Track` was called `Spine AnimationState Graphic Track`,
|
|
|
+`Skeleton Flip Track` was called `Spine Skeleton Flip Track`.
|
|
|
|
|
|
**Limitations:** currently only [SkeletonAnimation](#SkeletonAnimation-Component) and [SkeletonGraphic](#SkeletonGraphic-Component) are supported. There is currently no Timeline support for [SkeletonMecanim](#SkeletonMecanim-Component).
|
|
|
|
|
|
-#### Spine AnimationState Track
|
|
|
+#### SkeletonAnimation Track and SkeletonGraphic Track
|
|
|
|
|
|

|
|
|
|
|
|
-This track type can be used to set animations at the AnimationState of the target `SkeletonAnimation` or `SkeletonGraphic`. Track type `Spine AnimationState Track` is used for `SkeletonAnimation`, `Spine AnimationState Graphic Track` for `SkeletonGraphic`.
|
|
|
+These track types can be used to set animations at the AnimationState of the target `SkeletonAnimation` or `SkeletonGraphic`. Track type `SkeletonAnimation Track` is used for `SkeletonAnimation`, `SkeletonGraphic Track` for `SkeletonGraphic`.
|
|
|
|
|
|

|
|
|
|
|
@@ -31,25 +36,25 @@ This track type can be used to set animations at the AnimationState of the targe
|
|
|
|
|
|
##### Spine Animation State Clip
|
|
|
|
|
|
-You can add a `Spine Animation State Clip` to a `Spine AnimationState Track` (or `Spine AnimationState Graphic Track`) by dragging an `AnimationReferenceAsset` onto a Timeline track. See the [SkeletonData - Preview](#Preview) section on how to generate `AnimationReferenceAssets` for a `SkeletonDataAsset`.
|
|
|
+You can add a `Spine Animation State Clip` to a `SkeletonAnimation Track` (or `SkeletonGraphic Track`) by dragging an `AnimationReferenceAsset` onto a Timeline track. See the [SkeletonData - Preview](#Preview) section on how to generate `AnimationReferenceAssets` for a `SkeletonDataAsset`.
|
|
|
|
|
|

|
|
|
|
|
|
**Parameters**
|
|
|
*Clip Timing*
|
|
|
- *Clip In.* An initial local start time offset applied when playing this animation. Can also be adjusted by dragging the left edge of the clip.
|
|
|
-- *Blend In Duration.* Blend transition duration used when `Use Blend Duration` and `Custom duration` are enabled. Can be adjusted by moving the clip into the previous clip, resulting in a cross-fade triangle at the transition.
|
|
|
+- *Blend In Duration.* Blend transition duration used when `Use Blend Duration` is enabled and `Default Mix Duration` is disabled. Can be adjusted by moving the clip into the previous clip, resulting in a cross-fade triangle at the transition.
|
|
|
- *Speed Multiplier.* Playback speed multiplier. When set to 2.0 it will play the animation twice as fast, when set to 0.5 half as fast.
|
|
|
|
|
|
*Spine Animation State Clip*
|
|
|
- *Don't Pause with Director.* If set to true, the animation will continue playing when the Director is paused.
|
|
|
-- *Don't End with Clip.* Normally when empty space follows the clip on the timeline, the empty animation is set on the track. Set this parameter to true to continue playing the clip's animation instead.
|
|
|
+- *Don't End with Clip.* Normally when empty space follows the clip on the timeline, the empty animation is set on the track. Set this parameter to true to continue playing the clip's animation instead.
|
|
|
- *Clip End Mix Out Duration.* When `Don't End with Clip` is false, and the clip is followed by blank space or stopped, the empty animation is set with this `MixDuration`. When set to a value less than 0, the clip is paused instead.
|
|
|
|
|
|
*Mixing Setting*
|
|
|
-- *Custom duration.* When enabled, the value under `Mix Duration` below is used for transitions from the previous animation to this animation. When disabled, it will use the setup `Mix Duration` value at the SkeletonData asset for the animation pair.
|
|
|
+- *Default Mix Duration.* When disabled, the value under `Mix Duration` below is used for transitions from the previous animation to this animation. When enabled, it will use the setup `Mix Duration` value at the SkeletonData asset for the animation pair.
|
|
|
- *Use Blend Duration.* When enabled, the value under `Mix Duration` will be synced with the timeline clip transition duration 'Ease In Duration'. Enable this value to adjust transition durations by moving the clip into the previous clip, resulting in a cross-fade triangle at the transition.
|
|
|
-- *Mix Duration.* When *Custom duration* is enabled, this mix duration is used for transitions from the previous animation to this animation.
|
|
|
+- *Mix Duration.* When *Default Mix Duration* is disabled, this mix duration is used for transitions from the previous animation to this animation.
|
|
|
- *Event Threshold.* See [TrackEntry.EventThreshold](http://esotericsoftware.com/spine-api-reference#TrackEntry-eventThreshold).
|
|
|
- *Attachment Threshold.* See [TrackEntry.AttachmentThreshold](http://esotericsoftware.com/spine-api-reference#TrackEntry-attachmentThreshold).
|
|
|
- *Draw Order Threshold.* See [TrackEntry.DrawOrderThreshold](http://esotericsoftware.com/spine-api-reference#TrackEntry-drawOrderThreshold).
|
|
@@ -57,9 +62,11 @@ You can add a `Spine Animation State Clip` to a `Spine AnimationState Track` (or
|
|
|
*Ignored Parameters*
|
|
|
- *Ease Out Duration, Blend Curves*. These parameters are ignored and have no effect.
|
|
|
|
|
|
+> Note: *Default Mix Duration* was previously called *Custom Duration* and inverted. This has been changed to improve readability.
|
|
|
+
|
|
|
**Usage**
|
|
|
1. Add `SkeletonAnimationPlayableHandle` component to your SkeletonAnimation GameObject, or the `SkeletonGraphicPlayableHandle` in case of `SkeletonGraphic`.
|
|
|
-2. With an existing Unity Playable Director, and in the Unity Timeline window, right-click on an empty space on the left and choose `Spine.Unity.Playables` - `Spine Animation State Track`.
|
|
|
+2. With an existing Unity Playable Director, and in the Unity Timeline window, right-click on an empty space on the left and choose `Spine` - `SkeletonAnimation Track`.
|
|
|
3. Drag the SkeletonAnimation or SkeletonGraphic GameObject onto the empty reference property of the new Spine AnimationState Track.
|
|
|
4. To add an animation at a track, drag the respective [`AnimationReferenceAsset`](#Preview) into the clips view (the right part of the Timeline panel) as you would with normal animation clips.
|
|
|
|
|
@@ -77,7 +84,7 @@ See spine-unity Runtime Documentation, [section Preview](#Preview) on how to cre
|
|
|
- What happens at the end of clips and at the end of the timeline depends on clip settings. When `Don't End with Clip` is true, nothing happens at the clip's end. This means the effect of the last clip's `SetAnimation` call will persist until you issue other calls at the AnimationState. If `Don't End with Clip` is false, it will be mix out to the empty animation with duration `Clip End Mix Out Duration`, or paused when `Clip End Mix Out Duration` is less than 0.
|
|
|
- Edit mode preview mixing may look different from Play Mode mixing. Please check in actual Play Mode to see the actual results. Please see the remark in the [Spine AnimationState Track](#Spine-AnimationState-Track) section on correct track ordering when previewing multiple overlaid tracks.
|
|
|
|
|
|
-#### Spine Skeleton Flip Track
|
|
|
+#### Skeleton Flip Track
|
|
|
|
|
|

|
|
|
|
|
@@ -93,9 +100,9 @@ This track type can be used to flip the skeleton of the target `SkeletonAnimatio
|
|
|
|
|
|
**Usage**
|
|
|
1. Add `SkeletonAnimationPlayableHandle` component to your SkeletonAnimation GameObject, or the `SkeletonGraphicPlayableHandle` in case of `SkeletonGraphic`.
|
|
|
-2. With an existing Unity Playable Director, and in the Unity Timeline window, right-click on an empty space on the left and choose `Spine.Unity.Playables` - `Spine Skeleton Flip Track`.
|
|
|
+2. With an existing Unity Playable Director, and in the Unity Timeline window, right-click on an empty space on the left and choose `Spine` - `Skeleton Flip Track`.
|
|
|
3. Drag the SkeletonAnimation or SkeletonGraphic GameObject onto the empty reference property of the new Spine Skeleton Flip Track.
|
|
|
-4. Right-click on the row in an empty space in the Timeline dopesheet and choose `Add Spine Skeleton Flip Clip Clip`.
|
|
|
+4. Right-click on the row in an empty space in the Timeline dopesheet and choose `Add Spine Skeleton Flip Clip`.
|
|
|
5. Adjust the start and end times of the new clip, name it appropriately at the top of the Inspector, and choose the desired FlipX and FlipY values.
|
|
|
|
|
|
**Track Behavior**
|
|
@@ -103,4 +110,6 @@ This track type can be used to flip the skeleton of the target `SkeletonAnimatio
|
|
|
- At the end of the timeline, the track will revert the skeleton flip to the flip values it captures when it starts playing that timeline.
|
|
|
|
|
|
#### Known Issues
|
|
|
-- The Console potentially logs an incorrect and harmless error `DrivenPropertyManager has failed to register property "m_Script" of object "Spine GameObject (spineboy-pro)" with driver "" because the property doesn't exist.`. This is a known issue on Unity's end. See more here: https://forum.unity.com/threads/default-playables-text-switcher-track-error.502903/
|
|
|
+- The Console potentially logs an incorrect and harmless error `DrivenPropertyManager has failed to register property "m_Script" of object "Spine GameObject (spineboy-pro)" with driver "" because the property doesn't exist.`. This is a known issue on Unity's end. See more here: https://forum.unity.com/threads/default-playables-text-switcher-track-error.502903/
|
|
|
+
|
|
|
+
|