2D Sprite Skinning Editor: Wildly different Sprite Mesh in Scene?

I don’t know if this is a bug or what: Often I get different sprite mesh image/shapes and positions from those indicated in the Sprite Skinning Editor.

Note in the image below, the geometry and weights for the boot look fine, yet when I pull the rig into the scene I get the yellow boot shown on the right. What in the world is going on with this and how can I fix it?

7520465--927881--upload_2021-9-24_13-21-54.png

This is not the only occurrence of things like this happening. And I also get sprites that are not in the same positions in the scene as they are in the skinning editor.

I’m running Unity 2020.3.11f1

Any help is much appreciated!

[Resolved] The answer here is that every sprite in a given Category has to be boned in exactly the same way. I had some sprites where I had applied only the foot-bone and the toe-bone, and others where the calf, foot and toe were applied. Then, depending on which sprite is selected first in the Sprite Resolver component, you get weird results like the above!

It looks like the bones in the Sprite Skin component are out of order. Make sure that they are in the same order as it is in the Skinning Editor (you can use Bone Influence tool to check it).
Animation 6.0 and higher has the Auto Rebind toggle that finds the correct bone game object automatically.

1 Like

Hey Marek, thank you for your response. I actually wrote my reply before yours but didn’t submit until later. You can read it above yours. Not only where the bones out of order, but i had different bone sets applied to different sprites within the same category! I learned that does not work!

When you attach the bones using the Bone Influence tool, can you reorder the bones there? I ask because I don’t seem to have a consistent experience trying to drag them around in the Bone Influence inspector. It doesn’t seem possible

The only way I can get a consistent order in the Bone Influence inspector is to just make sure I select the bones in the same order for each sprite in the same category when I add the bones. (it does this automatically once you add the bones for the first sprite - it keeps the same bones selected for the next sprite you add bones to)

What would be really nice is to be able to select multiple sprites and add selected bones in one add operation. As it is, you are forced to add the bones to each individual sprite.

1 Like

Hey @Gordon_G

If I understand correctly, your setup has a separate category for each character part? In that case, you’re right, it makes sense to have the same set of bones influencing them.

You should be able to reorder them in the Bone Influence tool, I checked it now with Animation 5.0.7. What happens on when you drag them in the Bone Influences list?

If you want to preserve the same bone order for each Sprite this is a valid way to do it.

1 Like

Yes! I don’t know what i was thinking! Not only does it make sense, you must the same bones to each sprite in the same category!

Well, that is what I was saying, the dragging them seemed finicky but I’m sure it does work as you note.

The thing is I have to remember that I am running Unity remotely on a new headless M1 Mac Mini from my laptop - I keep forgetting that is a factor! The screen sharing is sometimes a bit flakey (even though I am connected to the Mini via Ethernet) and input response can lag. So I am sure you are correct and the problem is due to this connection instabilty.

1 Like