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copy past mesh + Bones + Weights
Hey guys.
I have a character who's arms and legs are the same (not symmetrical, actually the same front and back from a side on view), and I was thinking it'd be quicker to simply copy and past the front arm plus its bones and rename it (and its bones) accordingly, but I can't seem to find a way to do this that keeps the mesh and weights intact.
Has anyone else attempted this?
You're right, the duplicated mesh should of course be weighted to the duplicated bone and not the original. Notifying Nate of this, can't say when he'll be able to get a fix in for it since it is probably not the easiest of fixes.
Shiu написалYou're right, the duplicated mesh should of course be weighted to the duplicated bone and not the original. Notifying Nate of this, can't say when he'll be able to get a fix in for it since it is probably not the easiest of fixes.
Ah I see, perhaps it might be a difficult fix then, but for sure its going to be a very useful feature, in most platformers the arms are the same, as are the legs commonly.
Fixed in 1.8.42. Thanks for the report!
This is broken in 1.9.01.
e.g. try and copy the leg of the velocihorn.
This also made me realise that I have no control over the weights. I am trying to make the weights identical in both legs as a work around, but it doesn't seem possible?
e.g. I have the following weight values:
yellow = 60
red = 20
green = 20
As soon as I change the third weight value, it changes the other 2, which is not what I want.
We're aware of the bug, will be fixed when Nate is back from vacation.
Not sure what you want when changing weights. Can you explain it in more detail please?
Not sure what you want when changing weights. Can you explain it in more detail please?
I don't want spine to guess my weight values, I want to type them in and apply them. Please take a look at my example image, it shows 80% of weights entered so far, if i were to hit apply a message would tell me it needs to be 100% before applying.
if i were to hit apply a message would tell me it needs to be 100% before applying.
industry standard here is to just leave the values as the user sees them alone, normalize them internally, and obfuscate the issue completely.
industry standard here is to just leave the values as the user sees them alone
This is my point, I don't care how spine does it. Weight1 = 60, weight2 = 40 and now I want 3 weights at 60, 20, 20, but spine takes away from all active weights so I will never get this exact result.
This would require a table view for the weight editor. Let's hear what Nate thinks ?
Nate написалFixed in 1.8.42. Thanks for the report!
I tryed this right now and the same thing happened. The duplicated bones continue attached to the original image/mesh.
Am I doing something wrong?
NMF написалNate написалFixed in 1.8.42. Thanks for the report!
I tryed this right now and the same thing happened. The duplicated bones continue attached to the original image/mesh.
Am I doing something wrong?
Nope it's a bug, will be fixed soon.
Duplicating bones with meshes attached is fixed in 1.9.03, available now.
Numeric weight entry could be done in the future. I'm afraid it won't make it in soon though. In the meantime, when setting weights you want to always add weight, never take it away. To get A=60,B=20,C=20 first set B=50 and C=50, then add A until A=60. I realize this isn't a replacement for numeric weight entry.