Ah lol Yes! we can just move hip and call all the legs to move by binding hip to sliders. I am trying that next!
Experimenting with New Transform Constraint
For the spider to pause between steps, you'd just animate it!
You have to share this project with us! I only need the images though want to find out the way myself
Good luck!
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Hi @Nate ,
is it possible to share the solution, how it works? I have done an animation for the "minute hand"-bone (10frames) with one tick. Then i created a slider constraint with "second hand"-bone rotation for "minute hand"-bone-animation, limitation 90 to 89. So when the second hand-bone passes through the 12, the "minute hand" ticks one further, but once it hits "3" (on clock, 90° more) it snaps back. Frame-counter of slider constraint jumped back from 900 to 0 in this moment --> It jumps back, when it hits 0° rotation. What steps am i missing?
Do i have to use the 180°-360° rotation split, what Harald has written above to avoid the snap? Or is there another solution with the slider?
Sure, I can post the finished project, but that ruins the fun a little so I'll wait a while. If I post it, there would be a strong temptation to just look at the solution rather than figure it out. Better not to tempt!
Probably you are running into "world rotation wrapping". World rotation is defined as the direction the bone is pointing in world space, which in the Spine editor is screen space, ie your monitor. There are only 360 degrees in a circle. As a bone rotates, at some point its world rotation has to jump from 359.999 back to 0. That jump can wreak havoc with your slider or transform constraints, since it will cause the target bones to jump.
0 world rotation is pointing right, which would be 03:00 on a clock. That's why you see a jump at 03:00. As as you rotate clockwise past 03:00 you jump from 0 to 359.999 degrees world rotation.
To prevent jumps with your constraints, use local space by checking Local
on the left (source bone) side of the transform constraint properties. In local space the local rotation is defined so 0 degrees is pointing in the direction of the parent bone and any other value is how far from 0. In local space you can go > 360 or < -360, around and around, without any jumps back to 0.
It's so common to use local space on the source side, maybe it should be the default.
Ok, local was already a solution option, but then my constraint couldn't move anymore. I could see i still used the world coordinates instead of local coordinates. So one step further . Thanks for the hint. So don't share the project.
Nate Nothing seems to be working properly
I used the motor bone to rotate all the hand and added a tick animation (a slider bound to the motor bone) for the second hand, which ticks but doesn’t move forward. I can’t figure out how you manage the stepped movement of the minute hand.
For the shadows, I use transform constraints to just move them locally from -20 to 20 on the Y-axis during the 0–180° rotation. But when I duplicate the constraint for the other half, the constraint overrides the previous one.
Any tips for us?
the shadows also can be done with sliders but I really want to see if there is an option with transform constraints
my shadows work but only half the cycle
So I basically made another tick animation for minute hand
now it looks great, still need to solve shadow issue
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yugutou If you annotate your images only with numbers, then write text for each number, we can translate it more easily.
I translated the image text, but I'm still not sure what your suggestion is. Can you explain it more? Do you suggest a slider setting to choose positive or negative? You can uncheck Loop
for a slider and it works similar to transform constraint Clamp
.
warmanw the shadows also can be done with sliders but I really want to see if there is an option with transform constraints
Probably it's possible, but sliders are so easy!
Here's a little clue from our (Soeren's) solution:
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That's not a clue but solution I thought we only should use one
second hand
animation slider
Doesn't it make sense to allow lower transform constraint to affect if the the higher in the order has being clamped so it doesn't affect. I hope this make sense. Its like i wear shorts which fully covers my hips but it does not cover legs. Currently i dont see legs kinda shorts replace legs
A slider can stomp (or mix from) values from your animations. If you don't like that, which is common, then you can check Additive
on the slider. That makes key values add to whatever the pose is when the constraint is applied, instead of replacing (or mixing from) the current value. Keys are stored relative to the setup pose, so when you key the setup pose, it's actually storing zero. The current value plus zero is of course the current value, so you can have an animation that has no effect in some parts.
Here's the project with our solution:
Try your own solution before looking at this project! Don't ruin the fun!
You're right that sliders are similar to transform constraints. Sliders map a bone value to animation frames.
I didn't quite understand this part:
The current mix of slider constraints is used to control the mixing of animations, not the mixing between bones and timeline maps
The slider mix is between the current pose and the pose from the slider's animation. It is only sort of mixing animations. It's better to think of sliders differently from animations. You don't really want to use sliders to mix animations. For that you should use the Preview view (AnimationState at runtime). For example, if your character is holding a burning torch, you wouldn't use a slider. You would play an animation so the torch burning animation is always playing.
Sliders sort of abuse an animation to allow you to apply a pose. Sliders can sort of "play" and mix animations, but it doesn't have the control you get with AnimationState. Sliders are best for storing poses and rigging that needs poses. There are many uses though, I'm sure you guys will come up with crazy new stuff!
We could have a match button, though it would only be able to set the bone from minimum value. The only problem is there's not a great place in the UI to locate it.
Was there another suggestion you had beside the match button?