- 已编辑
inverting mask or using other mesh as mask?
Ive been searching around and i found an old thread about this feature not ezisting yet. I am new to the forums so maybe im bad at navigation atm.
But has the feature been added to invert a mask?
If not is their any techniques you have found to simulate this effect?
I assume by "mask" you mean "clipping attachment". Unfortunately it's not possible to invert the clipping due to a number of technical complexities.
Can you explain your use case a bit more? Then we may be able to offer an alternative.
Image1 needs to appear behind image2.
Image2 need to be behind Image3
Image1 needs to be in front of image3
Which from my current grasp of the software isn't possible.
This would be the first workaround I could imagine.
But if not then I'm open to alternatives. Still learning.
If image2 is directly behind image3 and then you place image1 over them both, image1 can't be simultaneously behind image2 and in front of image3.
Does the use case come from something you are trying to rig in Spine? Are you making this? 图像因不支持 HTTPS 被隐藏。 | 仍然显示
You could duplicate an image, so it appears twice.
image1
image2
image3
image1-copy
When image1 is over image3, show image1-copy, otherwise hide it.
I've included a Semi-lewd attachment from my project lol.
So I'm doing that sort of Animated splash art thing. I am just attempting to have it go:
Hair in front of the thigh, boob behind the thigh, and the hair behind the boob.
Now I know currently this is not possible using the layer system. But if I could maybe use a clipping attachment that follow the boobs animation I could simulate this. I just was hoping to find a better implementation.
That being said I have a side question. Do clipping attachments carry over into unity runtime? Or is it only to be baked into the animation? Because I intend to have my character slightly physics based and if the clipping attachment doesn't function this would be a waste cx
You might be fighting with the logic of the layering a bit too much. I suggest you try to work with the character layers without clipping and see if you're satisfied with the results. Feel free to PM me the details (nsfw is okay with me).
I see. There's no easy way to have the hair go behind the boob.
You could "patch" the hair. Duplicate the boob's slot so you have a second, identical boob, then edit it the mesh so it's only the part of the boob needed to cover the hair, but not the part that is behind the leg. This is much cheaper at runtime than clipping. The rule is if you can ever avoid clipping, avoid it.
Clipping is done dynamically at runtime, just like it is in the editor. However, it is expensive (uses CPU) so should be avoided if possible.
Clipping attachments - Spine User Guide: Performance