The Spine 4.3 beta has begun!
Nate Crazy exciting! Absolutely can't wait!
你好,关于变换约束的连线提个建议。
1.在“设置”界面的连线上显示百分比,但在“动画”界面里的连线上没有显示百分比。见下面的截图。
2.这个连线上的百分比数字能否始终显示,鼠标悬停不够方便,也无法同时查看多条连线的比值。但这也会造成个问题,在多条连线交叉的情况下显示有些混乱。
Hi, long time no see! Working on a new game and these are great for characters I'm rigging up. We are currently using runtime 4.2 in Unity. How long would you GUESS it might be before there's a 4.3 runtime? Also, if I export from Spine 4.3 to use in unity runtime 4.2, will it break, or is there some back compatibility? Would love to use these features! Thanks
mogbot We are currently using runtime 4.2 in Unity. How long would you GUESS it might be before there's a 4.3 runtime?
No need to guess, the 4.3-beta spine-unity runtime is already available.
https://esotericsoftware.com/spine-unity-download#spine-unity-4.3-beta
There has also been an update yesterday which makes it compatible with exports from Spine 4.3.14-beta again (which changed the export format).
mogbot Also, if I export from Spine 4.3 to use in unity runtime 4.2, will it break, or is there some back compatibility?
If you mean exporting from editor version 4.3-beta and importing in editor version 4.2: Features which are available in 4.3 and not in 4.2 will break.
Wow, this is the feature I've been waiting for and looking forward to
I think it's becoming a huge tool with no real replacements
Are you considering color change and image replacement as constraints??
If this is possible, I think I can make much more interesting things.
Really a big game changer. Trying on couple cases and It's really useful. Especially on creating control rigs or connected bone structures other than IK
I was thinking about how to visually show some of the 'clamps' or limits because often the constraints becomes kinda trial and error to get the right values (oh, the control is rotated 90 degrees so translate X (left right) becomes Y (up down) etc).
Something like this (the yellow line/box) would be super useful especially for setting up control rigs. They do this in things like blender etc.
^ A little checkbox by the clamps.
^ Translate X clamps shown visually in the viewport (with yellow line)
^ Translate X and Y clamps shown visually in the viewport (with yellow square).
Somehow showing a 'ghost' of what the effect would be on the resulting bone would also be incredible. Maybe as you roll over each constraint value it would show the min/max result in the viewport as a ghost.
PS.Would also LOVE alpha/constraints (ie rotation or translation to control opacity). Would be incredibly useful for asset swaps like hand poses. So happy to see someone else suggest that and that it's something you are looking at!
Compared to these features, I'm even more looking forward to Spine adding an opacity mask function. The idea is to crop one or a group of layers based on the transparency of an image.
This is a feature that could extend many effects.
The current cropping functionality is very limited—it can't handle any translucent cropping and using straight-line polygons for cropping is too rigid.
Shouldn't this feature be easy to create?
Our company managed to implement a rather clumsy cropping by modifying Spine’s runtime library.
We agreed on a naming convention where layers ending with the suffix "_cut" are identified as masking layers, thereby achieving layer masking.
However, this effect cannot be displayed in the editor, which makes it less convenient to use.
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4.3.16-beta is up now and it has sliders! A slider is a type of constraint that applies an animation. This is useful for all kinds of things. For example, you can use an animation with a bunch of attachment keys, then use the slider to choose which to use. You could also use a slider to apply poses or facial expressions -- anything you can key. Also, since you can animate the slider position, you can interpolate between adjacent poses.
hwadock Using sliders you can change colors and attachment visibility (and anything else!). Next we'll add the ability to map a bone transform property to change the slider value. Then you'll be able to use sliders for all kinds of rigging. For example, you could animate muscles bulging and have that happen automatically when an arm bends. It's very powerful and there are a TON of applications.
Note that sliders aren't intended to replace AnimationState or be used like an animation mixer. You can key sliders such that it simulates animation playback, but it's less powerful and less flexible compared to playing animations on multiple tracks with AnimationState.
Also 4.3.16-beta is more efficient, in some cases having 20-30% higher frame rates for very large projects, both in the editor and at runtime.
ALSO in 4.3.16-beta we've improved physics when the rendering rate is higher than the physics rate. You can see the problem in 4.2 by setting the speed to 10% on the Playback view -- it makes the physics motion choppy. Now in 4.3 it's super smooth! This allows you to reduce the physics FPS so physics uses even less CPU. For example, the celestial-circus example project still looks good even with all the physics FPS changed from 60 to just 10, plus it is still smooth at 10% playback speed.
Among a number of smaller changes, we've added 8 example projects to the Examples
tab on the welcome screen, and each has a corresponding Animating with Spine
video covering various animation theory topics.
Yessssss!! Lovely addition! I've already been exploring a bit with this and so far you guys are just not missing with this release! Can't wait to hook these to the new transform constraints!
Thanks for your efforts!
hey guys, quick question re new transform constraint (amazing stuff!). i cannot seem to manage to "match local" when attaching two different transform (ie translate to rotate/scale etc)- the constrained bones seems to inherit the source bone's tranform and pop to another location whether or not i match or use local. tried all the option- what am i missing?
the new beta vers seems mind-blowing- can't wait to get the hang of everything
many thanks!
AssafHayut oh.. additive seemed to sort it out sorry thanks!
In 4.3.17-beta you can map a bone's transform property to the slider position!
hey guys, sorry for the short clip (site limitation) but i hope you get what im after...
basically i have a bone contraining and clamping the "slider", which is constraining and clamping the 3 tentacle bones which operates the physics constrained bones.
i have a few questions:
- as you can see the slider bone is not the one that actually controls the coral movement.. how do i go about making it the principle (clamped) bone rather that constrained to another bone?
- is there anyway to make time-offset? i tried to mimic that by clamping the roots of the tentacles in opposite directions and angles but its not perfect.
- any other ideas you have to push this system further would be greatly appreaciated.
thanks!
I guess, 'Local' checkbox in the Slider Constraint options should be renamed to 'Clamp'? For me it makes more sense
Local
chooses local or world coordinates.
As Erika said, you probably meant Loop
. When unchecked it is indeed similar to clamp: the animation is limited from 0 to its max frame. You can use this just like you would clamp. When checked the animation loops instead, so the name makes sense.
When a slider's frame is driven by a bone property, the frame can go negative, which is not normally valid for an animation. When not looping you'll get 0. When looping it will loop even when negative. In other words, just below 0 will give you a frame near the end of the animation. This makes it easier to get repeating effects from the slider.
@AssafHayut You can get a "clamp" effect with loop unchecked (described above) without using another constraint.
as you can see the slider bone is not the one that actually controls the coral movement
Eh? I do see the slider bone controlling the movement.
is there anyway to make time-offset?
Physics for translation can give a delayed effect.
any other ideas you have to push this system further would be greatly appreaciate
It's mostly driven by the end result that you want, so it's hard to give suggestions. Ideally you use the simplest setup that gives the desired results.
Nate thanks a lot all. i only now realized that there is a dedicated slider constraint. was trying to use transform constraint with clamp to do it. sorry about all the confusion.