AssafHayut oh.. additive seemed to sort it out sorry thanks!
The Spine 4.3 beta has begun!
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.
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Nate One question
Added Key Constrained hotkey to key constrained values, allowing manual baking of physics.
Is it means that in 4.3 possible to bake physics for export in 4.1 for example?
Antonovanimation While this is technically possible, please note that it is probably not as easy as you might imagine.
The "bake" feature in other software temporarily saves the results of physical calculations for the entire timeline and applies them as keys, but the Key Constrained hotkey can only be used to save the specific pose of a frame. The motion obtained by physics constraints results in smooth curves, but when you save the pose using the Key Constrained hotkey, the curves cannot be reproduced, and the calculation results for the subsequent poses will be offset by the change in the previous pose, so you will not be able to get exactly the same animation.
Therefore, this hotkey is useful if you want to save at least a general pose after creating a motion with physics constraints, in case you have no choice but to delete the physics constraints. However, if you want to reproduce the motion achieved by physics constraints in a lower version, you will have to make many manual modifications, which will be quite time-consuming.
Hello! I'm using the Slider function,
Can't mesh keys be applied to each other?
wane1954 If you are referring to the deform key for the mesh attachment, we apologize, but there is currently a bug in the available version that prevents it from working with sliders. This issue has been fixed in the unreleased 4.3.19-beta version, which we plan to release soon. We appreciate your patience.
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4.3.19-beta is now available! See the changelog for details. This is a big update with a lot of great fixes and improvements. There are a few more features we are working on for 4.3, such as more integrated PSD support, then we will switch to stability so we can release 4.3 as non-beta.
In the meantime runtime porting is underway! spine-unity is likely to be completed first, with spine-ts and others coming soon after.
We've also just released spine-webcomponents, which makes using Spine in web pages a lot more powerful. It's available for 4.2 if you want to take an early look:
EsotericSoftware/spine-runtimestree/4.2/spine-ts/spine-webcomponents
You can see an extensive demo page here:
https://esotericsoftware.com/files/spine-widget/tutorial.html
Hey Nate. These new updates really good and really improves on our rigs and animations so far. Have a rough idea when we can expect the full release?
We plan to switch our current pipeline to full 4.3 but between betas we time to time encounter slight bugs and don't want to encounter with possible compatibility issues. We created a test in one of the newer betas last week but there were an UI bug so we tried to downgrade but didn't go too smooth.
Can't say for sure. Sometimes surprises happen. We're doing some bug fixes now, so stability will improve, but there will still be a few new features and that can break things. I don't suggest using the beta for production unless your release is quite far out.
I would be happy to have 4.3 non-beta in 1.5 months. 3 months might be more realistic. Sorry we can't promise it!