I do like the improved rendering of bones - you guys did great work on 4.0.xx. I just wish the minimum size of the bones was smaller than currently, or that you had a few more bone icons that were at a smaller size (just a dot or a very tiny crosshair). That's really all it would take to help me out.
If I have some time in the coming months, I'll write up a full explanation of my skeleton and post it on the forums. AFAIK, the only ways that you could change Spine such that I could simplify my skeleton would be as follows:
- I have many bones that rely on their parent being scaled on one axis so that upon rotation, their rotation is distorted in an oval. It's very similar to the top face of the diamond in this tutorial, where the rotating bones' parents have a scale of <1 on the vertical axis: Blog: Rotating diamond tutorial
In my case, I set all of the parent bones that have that <1 scale (let's call them "D2" bones for distortion) to constrain to a single bone (D1) that controls that distortion scale. But since they are at different places in the skeleton hierarchy, I have constrain them individually. Anyway, the child bones that rotate (let's call them "R2" bones for rotation) are also constrained to a single bone that controls rotation (R1). However, this could be greatly simplified for me if we could do away with the D2 bones, and if the R2 bone could pick up both rotation AND scale distortion from the R1. The problem is that all R2's must have an immediate parent with a scale <1 in order to create that distorted ovoid rotation.
I'm wondering if I can come up with some kind of hack using the new 4.0 feature that separates X and Y in constraints, but I haven't had a chance to work on it yet.
- Create an interface for mesh vertex sorting that does not rely on the order of bones to which they are bound.
And it would speed up my workflow if one could....
Duplicate a constraint. After duplication, you could then reassign the two bones that are constrained to each other.
When creating a constraint, include the name of the bone that's being constrained, rather than the bone it is constrained to. The reason is that I often set several bones to all be constrained to one parent, so they all need a unique name rather than the parent's name. I know I could just constrain them simultaneously, but the order of the constraints becomes important, and I often have to do them individually in a specific order (which is why it would also help to be able to duplicate constraints).
My constraint nomenclature is normally "200_bone_that_is_constrained <
100_bone_constrained_to". I number the bones in groups, with the parents having the lowest numbers (100 in this case), and sets of children having higher numbers (200). This way I can quickly look through the constraints and sort them by number, which means the order of constraints is (usually) correct so that they don't conflict or override each other.