wmichalak

  • 25 ноя 2016
  • Регистрация: 4 ноя 2016

    Thanks 🙂

    Sure you can.

    [*] I would love to have a hierarchy on the vertices, so I can control how vertices and the triangles the create overlap.
    I had a few issues where i had to restrict the animation i had planned because the triangles overlapped in a weird way.
    Here´s a link to show better what I mean: What determines vertex z-depth order?

    [*] I had the mesh bound to a Bone inside an IK-Constraint, then keyframed the initial mesh and the mesh when the mech stands up. The mesh shrank by a third halfway through the transition, then inflated again. I guess that´s the effect of the vertices just moving from A to B, and that might have coincided weirdly with the bone-animation, nevertheless I had to work hard on the in-between frames.

    [*] Not knowing how to link animations, i.e. create the head-bob-loop and then just have it repeat without the necessity to copypaste it throughout the length of the clip.

    [*] Not having a detachable viewport I could position on my 2nd monitor 😃

    • Изменено

    Hello there,

    i just recently started to toy around with Spine. Sat down to experiment with the mesh-transformation, and that is the result.
    Still a long way to go, but i learned a ton doing the mistakes i did. Many were mine, some are innate to how Spine handles the vertices. Either way, i´m kinda happy i got it to that point.
    Hope you like it, i will be posting more on my Artstation account:
    https://www.artstation.com/artist/wmichalak

    full animation:

    idle loop:

    Oh how I would love for that to happen rather sooner than later 😃

    I am at a point with my mesh animation, where i have to use some extra vertices to allow for a good transformation.
    It would push the boundaries of your feature to a next level, allowing for bigger turns.

    At first a simple draw order like for imported pictures would suffice, grouping would be dandy as well.
    Hope this goes through soon. :handshake: