utkiupe

Hi there
I am working on a new character rig and I'd like to achieve something.
I am trying to create a single controller on the face that I use for the face orientation. It's working quite well.
Here is an example that I already posted somewhere else but you can see why I am doing this.

However when the controller position is limited so that the eyes do not move past the face edge. So I need to create a mask that will hide the part of the mouth, eyes, etc.
But I already have a mask on the eyes so that the pupils are also masked when moving pas the edge of the eyes.
So I get the eyes image slots affected by 2 masks, and it does not seem to work.
Is there a workaround?
Or maybe some kind of nested mask is a feature request... Not sure :)
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utkiupe
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Erikari

Hello!
If by mask, you mean our Clipping feature: Clipping - Spine User Guide
Then there are technical limitations that force us to allow only one active mask at the same time.
What is the target you are creating this for? Perhaps you can consider using the animation blending and setting the pose the face should have when sideways for runtime, or just storing these poses in a turnaround animation if you aren't creating this for an interactive experience.
Owl example
Spine: Tips: 19 cat turn
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Erikari

Erikari
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utkiupe

Well, we are a bit experimenting a way to have a 360 turnaround for a game character that we can control dynamically within the code.
You mention the owl example, which is very nice, but the movements are too limited for a full turnaround using only this technique.
We are of course using a controller with several constraints (please see the example in my first post) and I was thinking to have animations that would be called by code that will handle the sorting order, and image swap when necessary. Additionally I was thinking to use skinned constraint so that I can have different constraints settings depending on the orientation, butler now it adds too much complexity to the configuration so I will probably try something else...
I'll probably make a new thread to share what we achieve, and hopefully show off a bit :)

So, about the clipping issue, when the eyes come near the edge of the face and overflow, you want the part outside the face limits to be invisible.
Clipping feature is great for that.
However since we are already using this feature for the pupils inside the eye whites, then I guess we have to choose.
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utkiupe
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