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  • IK constraints now available in Spine 1.9.0+!

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Awesome feature!Thank you!

Terrific feature! Wet dream for animators!

ANYHOW, want to use on this new project just started. AFAIK, constraints info won't be exported, so is for now cosmetic, right?

I've heard that keying the bones that uses IK, might be a way to properly use animations at runtime. Question is: is there a easy way to do that? There will be a way to export bone rotations set by IK as bone keys, like, automatically?

What I'm doing now is kinda tedious, as i have to see fancy rotation of bones, to turn off the IK, key each one, advance in the animation... turn on IK, see position of bones, turn off IK, key bones, turn on IK, set positions, key stuff, repeat for 60 frames... :sweat:

Would be cool to automagically have this button that says 'key all bones affected by constraints, each frame" so animations can be used on all targets.

It's only cosmetic now or if you export as an image sequence, this will be of course be sorted when Nate is back from vacation.
It was actually supposed to key bones based on the IK but a bug must have crept in and this does not happen currently. You can click the visibility dot next to the IK constraint in the Constraints list in the tree to see both FK and IK at the same time then move your FK bone to the IK location and key it, a little less tedious than what you're doing now.

Thanks Shiu for the tip and info, my wolf is more happy since can be better animated now >😃

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Cool, I see you are doing something a bit like a standard footroll setup. We'll make it possible to only use a single bone that is constrained and then you can disable rotation inheritance on the toe bone which will then give really nice control over the foot

When can i see the t-rax example? not the example boy.

Shiu :

... before IK Constraints are final.

ETA on final IK Constraints? Please please, a hint at least :heart:

3-6 weeks maybe.

Hi! When IK pinning will appear in the Unity runtimes?

Nate is currently on vacation, when he is back IK Pinning will need to be polished a bit and then he will start working on the runtimes. Can't give you an exact date for when IK Pinning will be available in the runtimes yet I'm afraid, but I would expect it to be somewhere between 3-5 weeks.

6 天 后

Hi. I'm new to Spine and loving it so far! I just need some clarification though.
Until IK is supported in the runtimes, when animating my character if I use FK and key those specific frames, I shouldn't have any issues with exporting all the animation data?
If I do use IK however, is keying those frames all I need to do in order to do the same?
Or is this just an issue with IK Pinning?

The runtimes still don't support IK Pinning at runtime so you would need to set FK keys before export. Unfortunately there is a bug with IK Constraints currently so you can't easily set FK keys based on IK positions. This will be fixed when Nate is back from vacation this week.

Thanks very much for the prompt reply. This is frustrating but I appreciate the assistance. I look forward to the fix.

11 天 后

I think this feature is what I've been wanting for the game we are making. I wanted to ask if the IK runtime will solve the problem I have...

I have a human character with an upper and lower arm which is holding a gun. When the player moves the joystick, the characters gun should point the direction the joystick is pushed. The difficulty has been in adjusting the characters upper and lower arm bones correctly as the gun points towards the joystick direction. (Because it can be aimed 360 degrees, so i've been trying to animate this with code...)

Do you think that the IK in runtime would allow a good solution for this problem?

It can certainly make it easier since you can then just move the IK Constraint at runtime. We're making some pretty big changes to IK at the moment so we haven't been able to work at the runtimes yet for IK.

Awesome, just wanted to make sure that it does what I'm thinking it does. That would make life so easy to be able to have the arms just follow that IK Constraint. Best of luck, looking forward to when its in the runtimes, thanks!

IK constraints are completely revamped in 1.9.03. Existing projects will load as they should. No runtime IK yet, but it's coming. We've written some documentation on how to use IK:
http://esotericsoftware.com/spine-using-ik

11 天 后

Hi Shiu,

Shiu :

Unfortunately there is a bug with IK Constraints currently so you can't easily set FK keys based on IK positions. This will be fixed when Nate is back from vacation this week.

Can you explain me how I can set FK keys based on IK postitions?

Thanks

tmz :

Hi Shiu,

Shiu :

Unfortunately there is a bug with IK Constraints currently so you can't easily set FK keys based on IK positions. This will be fixed when Nate is back from vacation this week.

Can you explain me how I can set FK keys based on IK postitions?

Thanks

If you click the dot next to the constraint node (so it's hidden) in the tree you will be able to modify FK tranforms without having to set your mix value to 0 first, you can then move your FK bone to the position of your IK bone and key it. We've created a guide for using IK here http://esotericsoftware.com/spine-using-ik