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  • 用物理之后怎么做运镜

目前,给上物理之后,再做运镜,会影响到原本的飘动,有没有一种总骨骼运动的的时候不影响原本的物理

  • Misaki ответили на это сообщение.
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    要在使用物理效果后进行运镜而不影响原本的飘动,可以调整 Physics Inheritance 设置。在 SkeletonAnimation 组件的 Advanced 部分中更改 Physics Inheritance 的值,这样可以使物理效果不受 GameObject 的变换运动影响。这样做可以确保在进行运镜时,骨骼的物理效果保持不变。

    有关更多信息,可以参考以下文档链接:spine-unity 主组件 #进阶设置参数

    yugutou Perhaps due to the machine translation, I did not understand exactly what you were referring to. Are you referring to flipping the skeleton by scale? Spinebot assumes that your question is about the runtime behavior, but are you asking about the physics behavior when you flip the skeleton in the editor?

    • yugutou ответили на это сообщение.

      Misaki

      Misaki 你是指按比例翻转骨架吗

      不是的,是做镜头运动,现在有物理再做镜头运动,会影响到原本的飘动,有没有办法,做镜头运动,但是不影响原本的飘动

      • Misaki ответили на это сообщение.

        yugutou It appears that you are referring to a "lens", but Spine does not have a camera function, so I am uncertain what kind of setup you are referring to as the lens. Are you creating something like a parallax effect, and it doesn't work when you move the controller?

        • yugutou ответили на это сообщение.

          Misaki

          做类似的镜头运动效果,需要一个总骨骼控制全部的画面去做镜头运动,但是现在总骨骼会影响到下面的物理

          Misaki
          类似的效果,都需要一根总骨骼来控制整个画面,去做镜头运动。但是目前加上镜头运动之后,会影响到原本的飘动,有没有办法能够不影响

          • Misaki ответили на это сообщение.

            I would suggest to have a structure that holds the scene under a bone, while the clipping is outside of said bone, so that you can move the bone holding the scene around to create camera shake effects, zooms, and so on with ease.

            • yugutou ответили на это сообщение.

              As a side note, the examples you are posting are so pretty! Where are they from? I'd love to follow the project.

              • yugutou ответили на это сообщение.

                Erika 正是这样做的,但是目前用了物理的话,移动这个场景骨骼,会对里面的物理飘动造成影响

                yugutou Thank you for showing us those videos! Now I understand what effect you are talking about. In order to create camera shake caused by the feeling of floating in the sea and shock waves, there are control bones to slightly shift the position of the entire object within the clipping mask, but when you move them, the bones with physics constraints are affected by the bones, which is troubling, right?

                Based on my understanding, I believe this is likely difficult to resolve within the Spine Editor itself. Combining it with video editing software or a timeline-editable tool like Unity's Timeline, which allows actual camera use, seems to be the simplest solution at this time.

                Actually, we have received requests from other users in the past for a camera function within Spine, and an issue ticket is on our roadmap: EsotericSoftware/spine-editor837
                Your case has made me realize the value of having such a feature within Spine. I will add additional information about this matter to the ticket.

                • yugutou ответили на это сообщение.

                  Misaki

                  Misaki 制骨骼可以稍微移动剪贴蒙版内整个物体的位置,但是当你移动它们时,带有物理约束的骨骼会受到影响

                  对没错正是这样,当完成了一个的动画,需要在spine里面做镜头运动的时候,如果有物理,会影响到它原本的运动。其实spine做镜头运动是很常见的做法,但是目前没有办法解决这个问题。

                  Misaki 最简单的解决方案似乎是将其与视频编辑软件

                  这也是我目前正在做的,但是如果去另一个软件做镜头运动,肯定不如直接在spine里面做方便。

                  Misaki 我意识到在 Spine 中拥有此功能的价值

                  感谢您的重视!