@Usama I've removed Spinebot's answers as they were not really helpful this time.
Usama Our animator used physics constraints in Spine to create certain animations. When we import these animations into Unity, all animations play correctly except for the parts that rely on the physics constraints—those seem to have no effect.
Why is the physics-based animation not working in Unity?
Is there a recommended way to support physics constraints from Spine in Unity?
You need to provide more information in order for us to be able to help, it's impossible with just the information above. In general it just works with the default settings without doing anything. If it does not, something is wrong with your setup.
Which version of the Spine Editor are you using?
Which exact version of the spine-unity runtime (name of the unitypackage, also listed in Assets/Spine/version.txt
, or in the Package Manager) are you using?
What movement are you expecting from the Physics Constraints on the Unity side?
Usama Q2:
When we convert Spine animations to Unity's Animator Controller and Animation Clips, all converted clips show object = null, and there are no keyframes in any of them.
What do you mean by convert, what exactly did you do?
Do you mean you've baked them via the Skeleton Baking window? Note that this is absolutely not recommended if it can be avoided.
When baking your skeleton animations, you're also losing the PhysicsConstraint functionality which is always evaluated at runtime.
Usama What is the proper workflow to convert Spine animations into Unity-native Animator and Animation Clips while retaining animation data?
below is the reference image
If you can't use SkeletonAnimation
for some reason, just use SkeletonMecanim
, and let it generate the Animation assets for you by drag&drop of the SkeletonDataAsset to the scene, or from the SkeletonDataAsset
via Generate Mecanim Controller
.
Usama We are experiencing jerky transitions between Spine animation clips when switching states in Unity.
What is the best practice for achieving smooth transitions between Spine animations in Unity?
See above, simply don't use the Skeleton Baking functionality.