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  • Handling Secondary Animation

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Hi! Ive been using spine for a bit and I was wondering how people handle secondary/followthrough animation

I have this character:

And I'm trying to animate a walk cycle with her. I want her hair to follow the motion of the head, but staggered a little after the head starts to move.

(wip)

The issue is that keying something with a timing offset from the normal loop is kind of annoying (have to use this kind of graph:

and its doubly annoying when you have a lot of hair bones (all of which should be slightly staggered from its respective parent):

Does anyone have any workflow solutions for this kind of thing?

Note "secondary action" is different from "overlapping action and follow through". It's common for people to have the wrong about secondary action.
https://www.youtube.com/watch?v=ECM2WIN3cgY

The graph you show has overshoot. You can do it with the graph, or you can add more keys.

To offset, it is easiest to use the Offset button in the dopesheet:
Dopesheet view - Spine User Guide: Offset

I would suggest trying the 4.0-beta if possible. It is quite stable now and the graph is at least a million times better!