diff --git a/spine-unity/Modules/com.esotericsoftware.spine.timeline/Documentation/README.md b/spine-unity/Modules/com.esotericsoftware.spine.timeline/Documentation/README.md index 4707855ba..12d13a3b5 100644 --- a/spine-unity/Modules/com.esotericsoftware.spine.timeline/Documentation/README.md +++ b/spine-unity/Modules/com.esotericsoftware.spine.timeline/Documentation/README.md @@ -11,17 +11,22 @@ Timeline support is provided as a separate UPM (Unity Package Manager) package. ![](add-menu.png) 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 ![](animationstate-track.png) -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`. ![](animationstate-track-inspector.png) @@ -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`. ![](animationstate-clip-inspector.png) **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 ![](skeleton-flip-track.png) @@ -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/ \ No newline at end of file +- 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/ + + diff --git a/spine-unity/Modules/com.esotericsoftware.spine.timeline/Documentation/add-menu.png b/spine-unity/Modules/com.esotericsoftware.spine.timeline/Documentation/add-menu.png index fa377b20d..b820b1689 100644 Binary files a/spine-unity/Modules/com.esotericsoftware.spine.timeline/Documentation/add-menu.png and b/spine-unity/Modules/com.esotericsoftware.spine.timeline/Documentation/add-menu.png differ diff --git a/spine-unity/Modules/com.esotericsoftware.spine.timeline/Documentation/animationstate-clip-inspector.png b/spine-unity/Modules/com.esotericsoftware.spine.timeline/Documentation/animationstate-clip-inspector.png index db854dea1..0585ed75f 100644 Binary files a/spine-unity/Modules/com.esotericsoftware.spine.timeline/Documentation/animationstate-clip-inspector.png and b/spine-unity/Modules/com.esotericsoftware.spine.timeline/Documentation/animationstate-clip-inspector.png differ diff --git a/spine-unity/Modules/com.esotericsoftware.spine.timeline/Documentation/animationstate-track-inspector.png b/spine-unity/Modules/com.esotericsoftware.spine.timeline/Documentation/animationstate-track-inspector.png index 8fffb8191..e988e8f77 100644 Binary files a/spine-unity/Modules/com.esotericsoftware.spine.timeline/Documentation/animationstate-track-inspector.png and b/spine-unity/Modules/com.esotericsoftware.spine.timeline/Documentation/animationstate-track-inspector.png differ diff --git a/spine-unity/Modules/com.esotericsoftware.spine.timeline/Documentation/animationstate-track.png b/spine-unity/Modules/com.esotericsoftware.spine.timeline/Documentation/animationstate-track.png index a610a09b9..b943f5000 100644 Binary files a/spine-unity/Modules/com.esotericsoftware.spine.timeline/Documentation/animationstate-track.png and b/spine-unity/Modules/com.esotericsoftware.spine.timeline/Documentation/animationstate-track.png differ diff --git a/spine-unity/Modules/com.esotericsoftware.spine.timeline/Documentation/skeleton-flip-clip-inspector.png b/spine-unity/Modules/com.esotericsoftware.spine.timeline/Documentation/skeleton-flip-clip-inspector.png index dce2dc84a..352c167db 100644 Binary files a/spine-unity/Modules/com.esotericsoftware.spine.timeline/Documentation/skeleton-flip-clip-inspector.png and b/spine-unity/Modules/com.esotericsoftware.spine.timeline/Documentation/skeleton-flip-clip-inspector.png differ diff --git a/spine-unity/Modules/com.esotericsoftware.spine.timeline/Documentation/skeleton-flip-track.png b/spine-unity/Modules/com.esotericsoftware.spine.timeline/Documentation/skeleton-flip-track.png index 941626525..9677fa8fc 100644 Binary files a/spine-unity/Modules/com.esotericsoftware.spine.timeline/Documentation/skeleton-flip-track.png and b/spine-unity/Modules/com.esotericsoftware.spine.timeline/Documentation/skeleton-flip-track.png differ diff --git a/spine-unity/Modules/com.esotericsoftware.spine.timeline/Documentation/timeline.png b/spine-unity/Modules/com.esotericsoftware.spine.timeline/Documentation/timeline.png index 9f843d677..9bf9bf496 100644 Binary files a/spine-unity/Modules/com.esotericsoftware.spine.timeline/Documentation/timeline.png and b/spine-unity/Modules/com.esotericsoftware.spine.timeline/Documentation/timeline.png differ