Adventure Creator Wikia
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Notes:
Please note, this assumes you have already read tutorials for using Adventure Creator and that you know how all of the fundamental Adventure Creator functionality works.
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# You should have already read tutorials for using Adventure Creator and this tutorial assumes you know how all of the fundamental Adventure Creator functionality works.
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# You need to setup your Spine projects whereby each skeleton represents a different direction for your character.
   
 
== Part 1 - Setting up scripts ==
 
== Part 1 - Setting up scripts ==
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b) Set Script name to "AnimEngine_Spine"
 
b) Set Script name to "AnimEngine_Spine"
   
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=== 3. Attach other scripts to your Player ===
c) Download the "AnimEngine_Spine.cs" file and put in your custom scripts folder
 
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a) Attach the "CharSpine.cs" script
[[Category:Integrations]]
 
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b) Ensure there are 8 directions (use the 'Add Direction' button to add more directions) and set them up in this order: Down, Left, Right, Up, DownLeft, DownRight, UpLeft, UpRight
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c) Assign the Skeleton Data fields by dragging and dropping the imported Spine SkeletonData files for each direction/skeleton
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d) Set the names for your Idle and Walk animations as per your Spine project. (need to still add Run functionality)
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e) Tick the Flip checkbox where you require the skeleton to be flipped (i.e. if you setup 5 skeletons but you flip your Left view for a Right view, tick Flip in the Right direction)
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f) Attach the "SpineLipsync.cs" file
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g) Create a new script for your character (i.e. John.cs) and use the "CustomCharacter.cs" file as a template. More instructions on custom character functionality scripts in another section.
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=== 4. Custom Actions ===
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'''<u>Character Animate (Spine)</u>'''<u> [for animating Spine characters]</u>
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a) Clip: Put name of Spine animation here
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b) Layer: Put the layer or 'timeline number' that you'd like this animation to play on. Refer to this paragraph for more information on Spine Timelines - http://esotericsoftware.com/spine-unity#SpineAnimation
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c) Timescale: Enter timescale value here. The lower the number the slower the animation. The higher the number the faster the animation.
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d) At time: If you want an animation to not play from 0 or the start, enter the time which you want it to start playing from
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e) Force direction: If you want the character to change directions right before the animation plays. i.e. most of your custom animations will exist on specific directions/skeletons, so you'll want to force that direction first.
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f) Loop?: You want it looped or not?[[Category:Integrations]]

Revision as of 09:34, 7 September 2016

Notes:

  1. You should have already read tutorials for using Adventure Creator and this tutorial assumes you know how all of the fundamental Adventure Creator functionality works.
  2. You need to setup your Spine projects whereby each skeleton represents a different direction for your character.

Part 1 - Setting up scripts

1. Download and import files

Download files from the following Dropbox link and place them in your custom scripts folder.

https://www.dropbox.com/sh/lcv9ocxauhzz5kp/AACjqe92BpAkr88cvg4AoOs2a?dl=0

2. The "Player" Script

a) Set Animation Engine to "Custom"

b) Set Script name to "AnimEngine_Spine"

3. Attach other scripts to your Player

a) Attach the "CharSpine.cs" script

b) Ensure there are 8 directions (use the 'Add Direction' button to add more directions) and set them up in this order: Down, Left, Right, Up, DownLeft, DownRight, UpLeft, UpRight

c) Assign the Skeleton Data fields by dragging and dropping the imported Spine SkeletonData files for each direction/skeleton

d) Set the names for your Idle and Walk animations as per your Spine project. (need to still add Run functionality)

e) Tick the Flip checkbox where you require the skeleton to be flipped (i.e. if you setup 5 skeletons but you flip your Left view for a Right view, tick Flip in the Right direction)

f) Attach the "SpineLipsync.cs" file

g) Create a new script for your character (i.e. John.cs) and use the "CustomCharacter.cs" file as a template. More instructions on custom character functionality scripts in another section.

4. Custom Actions

Character Animate (Spine) [for animating Spine characters]

a) Clip: Put name of Spine animation here

b) Layer: Put the layer or 'timeline number' that you'd like this animation to play on. Refer to this paragraph for more information on Spine Timelines - http://esotericsoftware.com/spine-unity#SpineAnimation

c) Timescale: Enter timescale value here. The lower the number the slower the animation. The higher the number the faster the animation.

d) At time: If you want an animation to not play from 0 or the start, enter the time which you want it to start playing from

e) Force direction: If you want the character to change directions right before the animation plays. i.e. most of your custom animations will exist on specific directions/skeletons, so you'll want to force that direction first.

f) Loop?: You want it looped or not?