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Nate 还是不太明白你的建议是什么

就是为滑块约束也添加上,类似变换约束的【匹配】按钮,这样就不用手动输入数值了

变换约束的【混合】,通过0-100、-100-0,或者任意数值,来控制骨骼之间的映射变换比例,和正反变换方向的

我认为滑块约束的混合或者应该有个类似的功能,用来控制骨骼跟时间轴之间的映射变换比例,和映射方向
目前滑块约束的混合,是用来控制动画的混合,而不是骨骼跟时间轴映射之间的混合
不知道这样描述可以吗

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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?

  • yugutou ответили на это сообщение.

    Nate 滑块混合是指当前姿势和滑块动画姿势之间的混合

    我也是这样理解的

    Nate 滑块和变换约束很相似

    变换约束的混合,则可以通过调整他数值的大小,来影响两个骨骼之间的运动比例。
    现在的变换约束,就可以随便链接两个属性,然后用新的匹配数值功能,不用在意数值大小即可默认原位(这点很棒!),然后通过混合来改变属性之间的比例,不用被束缚在填数值上
    但是滑块约束则缺少一种,可以直接控制骨骼,对动画帧映射比例以及方向的手段。当然填数值也可以实现这一点,但我觉得能有一个类似于变换约束的【混合】,能直接做到这一点可能会更方便?
    只是个人的一点小建议,不行的话也请不要放心上

    Nate
    比如变换约束这样,用下面的链接确定好映射方式之后,直接匹配一下数值回原位,然后通过上面的混合,即可控制它的映射的比例,跟正反方向,而不用去下面调数值。
    我觉得滑块约束,缺少一个这样直接控制比例跟方向的手段

    I see, thanks for the explanation!

    With a transform constraint you can either set the mix or edit the mapping numbers to control how much affect the transform constraint has. Setting the mix is easier, but it can be convenient to use the mappings because then you can animation 0 to 100% mix to get the effect you want. Otherwise you have to remember to key the mix eg 0 to 53.76%.

    A slider's mix works exactly the same way as the transform constraint, so you can use it to control how much effect you get from the slider. Other ways to change the magnitude of the slider effect is to change the mapping numbers or edit the animation keys or animation duration.

    If we had another setting on the slider for controlling how much of an effect you get, what would it do? That sounds like the same thing mix does. If you have an animation that moves a bone, you can set a mix < 100% to move it less or > 100% to move it more.

    Here's an interesting setup to think about, magnetic IK!

      Nate ohhhh这个吸附效果是怎么做到的,完全想不出来

      Nate
      我好像明白大概的思路了,但是效果跟你的不太一样🤓

      Nate
      有什么办法能让它的y轴的时候也脱离吗,或者像你那样把它限制在一个范围,只想到单轴向的思路,看了我对功能的理解还是不够透彻

      Very nice! 👍️ 4.3 setups can seem like magic the first time you see them!

      You can probably use 2 sliders, one for X and one for Y, with additive set. 🤔

      • yugutou ответили на это сообщение.

        Nate 好的!非常感谢您的解答!

        Nate 在休假中、没有关注新特性。(停留在4.3.16)
        研究了一下大概是这个样子?
        不清楚是那个版本新添加的滑块约束动画帧可以映射到某个骨骼的变换属性上。

        新功能能实现很多有趣的想法。但是好像变得更加复杂了(指理解和学习成本)
        很多时候理解原理但是可能习惯直接键帧似乎、、

        • yugutou ответили на это сообщение.

          Looks like you got it! For everyone else: a slider animation controls the IK mix. When the slider's bone enters the range, the IK is turned on, when it leaves the range it is turned off.

          These setups are definitely more complex than just setting keys. Mostly we are just exploring the new tools. In the real world you would have some goal, then hopefully you use the advanced setups only when warranted. We see far too many projects that have literally 500 or even 1000 constraints, and that's before sliders and the new transform constraint. Please don't do that! 🙏

          If you've missed the last few updates, check the changelog. The update today was very important, I posted about it here:
          https://esotericsoftware.com/forum/d/28555-4317物理约束出现奇怪的形为/20

          • Erika оценил это.

          warmanw
          yugutou
          你们想太复杂了、指针的阴影就是固定光源的情况、那么只需要做一个旋转就行了。
          第二种方法需要关约束才能调整原始位置。
          这里只是简单演示秒针阴影。
          另外两个指针的映射就只是简单的60进制数学计算了。

          官方的演示估计全绑定在那个"motor"驱动骨上

            Voice-of-Shadow 啊明白了感谢感谢!

            Voice-of-Shadow WHAT?! Did you create constraint by dragging and releasing a bone on another?

              I think he used a hotkey, then clicked the target bone. Hotkeys are fast!

              • yugutou ответили на это сообщение.
              • yugutou оценил это.

                Nate 请问热键什么时候能变回之前的样子,能让常用的热键可以用在不同的面板😭

                Soon! Sorry about that, just got busy with many things. 😬

                Voice-of-Shadow
                我感觉这个才是官方的做法,它x进出的时候才会完全吸附或者离开
                你x离开的时候,y还附加在上面

                  yugutou you can also put the mix in a slider so it's softer. Also as for many things in Spine, there are multiple ways to achieve the same thing.
                  (I'm adding a small variation of the setup above with less bones so maybe it's easier to see the effect)

                  soft-slider-mix.spine
                  796B
                  • yugutou ответили на это сообщение.