Adding a spine animation to Pixel Corgi

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lostmushroom
Posts: 195
Joined: Mon Jul 01, 2019 1:21 pm

Adding a spine animation to Pixel Corgi

Post by lostmushroom »

Hey Tony, I just grabbed pixel corgi from the DS package to put into my scene and I'm just wondering how to make it work with a spine animation. So far I've replaced the idle and walk nodes in pixel corgi's animator with my new spine animation, and added the spine mecanim object as a child of pixel corgi prefab. But I'm guessing I've missed a step or two haha
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Tony Li
Posts: 22159
Joined: Thu Jul 18, 2013 1:27 pm

Re: Adding a spine animation to Pixel Corgi

Post by Tony Li »

Hi,

What isn't working? If it isn't stopping the animations when a conversation starts, you'll need to identify what animator parameters need to be set. They may be different from PixelCorgi, which just needs to reset the Speed parameter. If you're using Spine animation instead of Mecanim, you may need to configure the Dialogue System Trigger / Dialogue System Events component to stop the Spine animator instead of the (Mecanim) Animator.
lostmushroom
Posts: 195
Joined: Mon Jul 01, 2019 1:21 pm

Re: Adding a spine animation to Pixel Corgi

Post by lostmushroom »

Ah sorry, I didn't explain that well at all haha.

It's not conversations, it's that the animator controller doesn't seem to be affecting the new spine character I added. It stays stuck on idle and never walks (maybe it isn't reading the speed float?)

Basically all I wanted was to replace Pixel Corgi's idle and walk with these new spine animations.
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Tony Li
Posts: 22159
Joined: Thu Jul 18, 2013 1:27 pm

Re: Adding a spine animation to Pixel Corgi

Post by Tony Li »

Hi,

It's been a while since I set up a Corgi character with Spine, but I recall following these instructions to set it up:

https://corgi-engine-docs.moremountains ... html#spine
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