How to control SpineObject with Sequencecommend

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2gold
Posts: 19
Joined: Wed Aug 18, 2021 2:56 am

How to control SpineObject with Sequencecommend

Post by 2gold »

Hello, Tony!
Thanks to your support, we are still making games.

We changed the way the animation of the project's character avatar works from Animator to Spine.
So far, I've used the "AnimatorPlay(clip)" command to hide UI and control character avatar animation during conversations, but is there a sequence command that can control Spine in the same way?
Sorry if it's a duplicate question! I found the contents of the portrait of the character. However, I couldn't find anything about the character Object.

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0a033066-61b6-4c1d-bde2-f0ee57985aaf.png (40.4 KiB) Viewed 358 times
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Tony Li
Posts: 21977
Joined: Thu Jul 18, 2013 1:27 pm

Re: How to control SpineObject with Sequencecommend

Post by Tony Li »

Hi,

If you're using Spine SkeletonAnimation, you can use the SpineAnimation() sequencer command. To use this command, you must add a Spine Sequencer References component to the character. Then assign the SkeletonAnimation and a list of AnimationReferenceAssets.
2gold
Posts: 19
Joined: Wed Aug 18, 2021 2:56 am

Re: How to control SpineObject with Sequencecommend

Post by 2gold »

I set it up according to the manual and wrote down the command SpineAnimation (AniName, Player,0,0), but it didn't work properly.

I checked and found that the Sequencer command did not work by referring to the Player overlaid in the Dialogue Actor script, not the Player with Object!

It's working fine now!
Thank you always for your help!
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Tony Li
Posts: 21977
Joined: Thu Jul 18, 2013 1:27 pm

Re: How to control SpineObject with Sequencecommend

Post by Tony Li »

Hi,

Yes, it'll always prefer to look up by Dialogue Actor rather than GameObject name.

I'm glad you got it working! :-)
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