NapperC Hello, in Spine 2D I see animations where the visual layers of the character open outwards and then return to the same state. I think this is just an animation to see what layers it consists of. Is there an option to do this automatically? For example: https://www.behance.net/gallery/161031145/ORC-ATTACK-ANIMATION?tracking_source=for_you_logged_in_feed_recommended
Misaki NapperC As Spinebot answered, there is no way to do this automatically. However, if you translate with the bone direction radially outward and Local axis selected, you can easily create an animation that spreads outward like a firework. The following Spine Tip may be helpful: https://esotericsoftware.com/spine-tips#43-parent-local-axis
Spinebot In Spine, there isn't a built-in feature to automatically animate visual layers opening outwards and returning to their original state. However, you can manually create such an animation by keyframing the positions and visibility of the layers to achieve the desired effect. This involves animating each layer to move outward and then back to its original position, which can be done using the timeline and keyframes in Spine's animation editor. While this process is manual, it allows for precise control over the animation sequence.
NapperC Misaki I understand. So can these features be integrated into the program? Because in many programs, small animation features are automatically displayed to present and show the work done. For example, there are 360-degree ready-made animations for presentation purposes in the ZBrush program (since it has a 3D perception). Layer presentations can be important in 2D animations. Although it may seem unimportant at first glance, it can be quite important, simple and fast in terms of presentation. It would be nice if this could be done automatically with a single click instead of doing it manually. For example:
Misaki NapperC I understand that there is a demand for this, but I think adding this feature will be more difficult than you think because of the different skeleton requirements. For simple skeletons it may be possible to apply it automatically, but some skeletons may not be able to see the full pose in the setup pose, but only in certain frames of the animation (i.e. the bind pose is the correct pose), or the bone positions are constrained by some constraints, and it may be difficult to determine how to separate and display the images in such cases. It is better to manually create the desired animation from scratch than to apply it automatically and end up with a corrupted animation.