As a side note, the examples you are posting are so pretty! Where are they from? I'd love to follow the project.
I would suggest to have a structure that holds the scene under a bone, while the clipping is outside of said bone, so that you can move the bone holding the scene around to create camera shake effects, zooms, and so on with ease.
You can quickly get your skeleton back to how it was in setup by setting a pose in Animate mode on frame 1, then pressing
CTRL + SHIFT + L
while on frame 0 to create any missing timeline. (press the spacebar twice before the hotkey to see all keys without having to manually select the bones one by one)
https://esotericsoftware.com/spine-keys#Key-shownYour Setup pose is your "zeroed out rig" because every animation is going to be relative to it and no extra controls are necessary.
You may also use the favor tool to achieve the same effect by setting it toSetup
.
https://esotericsoftware.com/spine-graph#FavorTheSunOfMan I confirm this has always been possible! It is actually the first transform constraint exercise I teach in workshops.
Here's a very quick demonstration using v3.8:two-transform-constraints.spine504B- 于 软件无法启动
It seems like something is preventing Spine from connecting to the internet. Please check our troubleshooting page here: https://esotericsoftware.com/spine-troubleshooting
It seems like you have a filter active in the graph view:
https://esotericsoftware.com/spine-graph#Filters
The visibility dot for the target bone in the graph view is also disabled, which may contribute to not seeing anything.I think I found a viable solution that takes advantage of rotation to achieve the foot movement:
This was a fun challenge!spider-leg.zip143kBI tried to reproduce this in the latest beta, but it is undoing normally for me. If it still happens and you can reproduce it reliably please send us the steps!
Perhaps you're moving bones but not keying the changes.
If you don't want to manually key changes, please make sure Auto Key is enabled:
https://esotericsoftware.com/spine-keys#Auto-keyThere are several solutions to get the hair to follow gravity independently from the head rotation.
Probably a simple and effective one would consist in having the hair not parented to the head, so that it is not influenced by its rotation, but then using a transform constraint to get the hair to follow the head translation. Optionally you could even sneak just a little bit of rotation influence.
A second option could be to disable "inherit rotation" for the hair bone. This one comes with the drawback that scale and rotations would not influence the hair the same way anymore.
A third option could be to apply gravity to the hair using physics.
To correct what Spinebot is saying, if you set the FPS to 15 instead of 30, your sequence will still go in order and not skip numbers. I suppose your sequence was output from somewhere like AE, so you could export at a lower FPS from the source fo your sequence and then match the FPS in Spine. Or if you have time to spend, you could also rename the files manually, but probably acting from the source would be more practical.
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Pix What you see in the screenhot is called Clipping, more info about it here:
https://esotericsoftware.com/spine-clippingAs stated in the answers above mine, clipping the whole skeleton is not the best if you plan to use it at runtime in a game engine, however, if you just plan to use it in a video or gif, it's perfectly ok to use!
(If you're curious why here is a portion of video that explains it: )
More about clipping and performance here:
https://esotericsoftware.com/spine-clipping#PerformanceAs an alternative if you need the visual guidance, I also like to add a black png with a hole the size of my video area to a separate skeleton that I'm not exporting, perhaps it could help you!
If you're set on using clipping and want to know how to achieve a perfect clipping, here's a little tip:
https://esotericsoftware.com/spine-tips#57-clipping-vertex-paste
The feature used in the tip is this:
https://esotericsoftware.com/spine-tools#CopypasteI hope this helps!
You can access all Views through the Views menu in the upper right corner:
https://esotericsoftware.com/spine-views
The Graph View can also be opened withALT+G
kBlankii In addition to what Spinebot said, please also pay attention if you're performing the binding or editing of your mesh in animate mode instead of setup:
https://esotericsoftware.com/blog/Mesh-weight-workflows#Be-mindful-of-when-you-bind-meshes-to-bonesTesting carelessly in setup also may cause it (the paragraph under the previous in the article I linked above)
If you accidentally deform a mesh, the quickest way to reset it is find a bone bound to the mesh that didn't cause movement of your vertices between setup and animate mode, change the weights of the affected vertices 100% on said bone, then in setup mode you can press "Update" in the weight panel to save the new bone configuration for the given mesh, and change the weights again to how you actually need them.
yapagraph You likely have "Debug" enabled in your packing settings:
https://esotericsoftware.com/spine-texture-packer#Debug- 于 锁定权重问题
I could reproduce this issue.
You can follow the issue on Github at this link:
EsotericSoftware/spine-editor878 - 已编辑
Hello! Here is how you can use key constrained to bake physics manually:
- This is a hotkey, so the first thing to do is open the hotkeys file and assign a hotkey to it. Save the file, then reload it in Spine. https://esotericsoftware.com/spine-settings#Hotkeys
- Next, Switch to animate mode and activate Key Constrained by pressing the hotkey. If you did this successfully a toat pop up should appear saying that key constraint is now on/off.
- Find a physics constraint and check "Deterministic" in the settings. This will ensure that when you stop at a certain frame physics don't bounce back but are set correctly. https://esotericsoftware.com/spine-physics-constraints#Deterministic
- Select the bones you want to bake and start keying them in the animation. Start from the end of the animation and paste the last keys at the beginning if the animation is supposed to loop, so that it starts by having the correct physics.
- Remove any constraint that is now unnecessary.
Hope it helps!