TTyyyy!!
TheSunOfMan

- 20 авг
- Регистрация: 13 сен 2023
Here's a little demo I mocked up. The idea is add a constrain to BoneC giving it 2 target bones, and then it positions itself in-between. I suppose ideally this would have an option for local + global (though I can only see it being useful in global). A further extension of this might be to have it balance itself between even more bones, but I currently cant think of a need for more than 2 targets.
The new updates to transform constrains look really cool and it's got me thinking about how I often want to constrain a bone between 2 other bones. As far as I'm aware, I cannot have a bone be constrained between 2 others, and so I have to set this up in the game engine with bone position overrides ect.
One use case would be to have a bone floating between a LeftHand and a RightHand, which would be useful for having a character holding an game item with both of their hands. In other software that been BetweenConstrains (like 3DSmax), you can also weight the the constrain to either side, so a game item could be set to just the left hand, or the right hand ect.
One this is SO AMAZING! Perhaps I need to fire up the old haxelib and get cracking.
No direct way to get the animations form flash into spine. I have made a custom export script for Flash that helps bulk export library items. I find it helpful to be able to make / update the symbol's and easily export them for Spine.
Exciting news! Eagerly looking forward to csharp support.
Hi Misaki. The names being numbered is the result of a batch exporting of the sprites from Animate CC. In the interest of speed, renaming these images would take some time. Even if my attachment had strong names, when there are 100+ attachments to choose from, those names will not help much as I expect I'll still be toggling through them to find the right one. A thumbnail preview will also help greatly for when I'm animating a rig that I have not made.
Thank you for the reply. Point 3 is an EXCELLENT idea for a temporary solution... I had not though about it. I'll try doing this.
I often find myself building and animating rigs that have slots with many, many attachments. For example, I'll have a [slot]Hand, and within that are 50+ attachment for different hand sprites. When these 50+ attachments are also within Skin Placeholders, it becomes impossible to preview a thumbnail from these skin placeholders. Basically I find myself clicking one-by-one through the attachments until I see the one I want...
Might I suggest a new panel that will preview each attachment in a selected slot as a thumbnail, similar to the frame picker in Animate CC and other animation applications.
I understand that attachments can be previewed by hover the mouse over them. But this takes too long as the thumbnail doesn't display quickly AND there is NO thumbnail preview for hovering over a skin placeholder without expanding that placeholder to reveal the attachment within.
A panel like this will make the animation process much less painful. I find that I am overly reliant on the Tree Panel as I am CONSTATLY zipping up and down and toggling the filter settings multiple times per minute... it's simply too much to manage.
A wonderful update! Thank you so much for all the hard work and new features
Can't you fork the runtime repo and add whatever?