I see, makes sense - thanks for the explanation!
So I'm guessing there is no real solution to avoid this behaviour?
I see, makes sense - thanks for the explanation!
So I'm guessing there is no real solution to avoid this behaviour?
Hey hey everyone!
I have an issue I keep coming across when using a transform constraint to make one bone influence the rotation of another bone. This gif should help show the issue:
Basically, whenever I have one bone inherit the rotation of another bone using a transform constraint, at a certain point of rotation the constrained bone "jumps" to a different rotation, which causes issues when animating. This only happens when I have the rotation mix set to anything below 100%, a full mix works ok, but I only want a small influence so I dont need to manually animate subtle movements like these.
I'm guessing this is something to do with spine incorrectly calculating the rotation related to the mix, or something, but is there are way to achieve the desired effect? Am I doing something wrong?
Thanks so much to anyone that may be able to help
Oh my goodness, it was that simple! Now my cute character can be pulled into a hell portal by a giant Erdrich tentacle, and its all thanks to you Thanks so much!
Umm, how the heck? would love to see the process behind this!
Really lovely work - I wanna see more animations
Hey there, long time spine user here, I love the software! I'm having a bit of an issue with a project I'm working on that I havent come across before.
I have a character skeleton that uses constraints for various things, for example IK constraints for legs/feet, offsetting the head of a character skin with a longer neck, etc. I have added a new 'grab' bone with a transform constraint attached to the characters HIP bone, so the character can be 'grabbed' and controlled by this bone that is outside characters heirarchy (all of the characters bones are children to the HIP bone, everything outside that are used for effects etc). This new 'grab' bone constraint breaks all of the constraints on the characters child bones, even when it is not active (all sliders are set to 0). If I delete the 'grab' constraint then the child constraints work fine again.
Is it not possible to have constraints on parents of bones with constraints on, even if they are not active? If its not possible, I wonder if there is a different way to achieve my goal without a transform constraint. I don't want to change the heirachy of the characters hip bone, it needs to be controlled by this other 'grab' bone. I hope this makes sense, any help is much appreciated - thanks!
Nate написалSetting a key for each frame is a huge pain, even with hotkeys. We'd like to improve mixing frame by frame with skeletal animation soon-ish. Ideally you'd have a single attachment that knows about all the frames and plays them back at a fixed framerate. This also allows for looping, pingpong, etc throughout animations without needing any keys. The task is in Trello.
I've also been wondering about the best way to insert image sequences into animations for things like special effects, eg smoke coming out of a gun/sword slash marks. Sounds like a really useful feature, looking forward to that one!
Ok cool, makes sense!
No we're not targeting mobile so hopefully shouldnt have too many performance issues, all the sprites will be relatively small too and its a fixed screen so no scrolling through huge levels filled with enemies.
Thanks for the response!
First of all I've been using Spine for a month or so now and absolutely love it, the workflow is great and the mesh deformation tool is a godsend! Really looking forward to sharing what I've made with it so far.
I'm using Spine for animations in a new Unity game, we're going to have a lot of different characters, enemies and wild animals and I'm wondering what the best way to manage this would from a performance perspective. Whats faster, one big spine file containing every skeleton in the game, or separate them out into different files- so enemy skeletons in one file , wildlife in another etc. Does it even make a difference? I'm an artist so dont have the greatest knowledge of this stuff, but I've dealt with minimising spritesheets to keep drawcalls down in the past so I'm just being wary really.
One other thing, how fast are the mesh deformations, should I be using them sparingly to keep up good performance? We will likely have 20 - 30 characters on screen at once at times, is it going to be overkill having tweened mesh deforms on all of these?
Thanks for the help in advance!