如题,这个功能非常重要,希望能够加入
希望能加入在动画中切换父子关系的功能
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虽然我不是动画师,但这通常不是通过在动画期间更改父子关系来实现的,而是通过两个变换约束并将混合值在第一个约束中从 0 切换到 1,在第二个约束中从 1 切换到 0。 这样,骨骼将跟随第一个或第二个目标,可以在动画中间更改。
While I am not an animator, this is typically achieved not by changing parent-child relationship during animation, but having two transform constraints and switching the mix value from 0 to 1 on the first constraint and from 1 to 0 in the second constraint. This way a bone will follow either the first or the second target, which can be changed mid-animation.
首先,您说的这种方法在改变两个变换约束的混合值的时候,被绑定的骨骼的位置、旋转等属性会发生改变,其次,假如我已经了IK,给IK的控制器添加变换约束,IK就会失效。我希望达到某种效果,比如原本地上插着一把剑,我控制的人物靠近它之后,可以把剑拔起来,使剑变成角色手臂的子级。
我不知道你为什么这么想,因为使用变换约束取放武器是一个常见的用例。事实上,我们以前在博客上发布过一个类似案例的教程。:
Blog: 手持双手武器
你能更详细地描述一下你正在寻找的结果吗?
I'm not sure the reason why you think so, because taking or putting a weapon using transform constraints is a common use case. In fact, we have posted a tutorial for a similar case on our blog before:
Blog: 手持双手武器
Could you describe in more detail about the results you are looking for?
假如我想用Spine做出这个效果,你所展示的做法是很困难的吧,这三个机械臂全都绑定了IK
问题解决了,谢谢
我们很高兴听到你的问题得到解决!谢谢你给我们回信。
We are glad to hear that your problem is solved! Thank you for getting back to us.