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  • [Editor] [Video] Flag animation tutorial

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Hi there recently I've got some free time wanted to use it wisely.

So was experimenting with new ways of animating flag.

Let me know if any questions.

very cool! I think I'll try out this workflow myself.

Thanks for sharing!

This is a really clever setup! The end effect is great, and I like that there are even additional improvements as you mentioned at the end. Thanks for taking the time to share it!

BTW, the Slot Color view (alt + C) can be a lot easier for choosing colors. Saves you two clicks: one to open the dialog, and one to hit OK.

Another tip, you can type + and then a number into the translate, rotation, etc text boxes, then hit enter and it'll add that much to whatever the original value was. To subtract you still need to start with +, but then put a negative number, like +-123. You can also start with * or / for multiply and divide. However, I believe it only works when selecting a single bone. We should improve that!

Instead of moving each bone, it may be easier to use scale. Select all the bones, then set the scale X to eg 0.8. Since the bones are nested in the bone hierarchy, the first bone will be 80%, the second bone will be 80% multiplied by it's own scale of 80%, etc. So you get increasingly smaller bones:

图像因不支持 HTTPS 被隐藏。 | 仍然显示

6 天 后

Thanks for detailed feedback. I love learning any tricks in spine

Nate :

BTW, the Slot Color view (alt + C) can be a lot easier for choosing colors. Saves you two clicks: one to open the dialog, and one to hit OK.

Forgot about this view will start using.
.

Nate :

Another tip, you can type + and then a number into the translate, rotation, etc text boxes, then hit enter and it'll add that much to whatever the original value was.

well this is fantastic 😃 never would think spine has feature like this 😃 thanks for showing I love shortcuts
.

Nate :

Instead of moving each bone, it may be easier to use scale. Select all the bones, then set the scale X to eg 0.8. Since the bones are nested in the bone hierarchy, the first bone will be 80%, the second bone will be 80% multiplied by it's own scale of 80%,

but scaling would affect mesh size, while I just need bones to sometimes even overlap.
if you mean just use scale no translation(while I used both) that would not give that effect.
in my example translation and scale timelines are using different tempo. I could not achieve that using same amount of bones and just scale timeline. or Could I?

Very cool tutorial! Flags are always fun to animate, and you got a cool 3D feel to it. I followed your tutorial and did my own version and had a lot of fun doing it 🙂

Nice tut bro! I think we need tutorials section on forum.

Alright I've moved this post and several others in the tutorials section to be easily retrieved! If you happen to find more comment under them and I'll move them :>

2 年 后
Nate :

This is a really clever setup! The end effect is great, and I like that there are even additional improvements as you mentioned at the end. Thanks for taking the time to share it!

BTW, the Slot Color view (alt + C) can be a lot easier for choosing colors. Saves you two clicks: one to open the dialog, and one to hit OK.

Another tip, you can type + and then a number into the translate, rotation, etc text boxes, then hit enter and it'll add that much to whatever the original value was. To subtract you still need to start with +, but then put a negative number, like +-123. You can also start with * or / for multiply and divide. However, I believe it only works when selecting a single bone. We should improve that!

Instead of moving each bone, it may be easier to use scale. Select all the bones, then set the scale X to eg 0.8. Since the bones are nested in the bone hierarchy, the first bone will be 80%, the second bone will be 80% multiplied by it's own scale of 80%, etc. So you get increasingly smaller bones:

图像因不支持 HTTPS 被隐藏。 | 仍然显示


fantastic!