Pharan

Preserve volume scale was already requested: https://trello.com/c/jV2TjjFb
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Pharan
  • Bài viết: 5366

PhilippH

Pharan đã viết:Preserve volume scale was already requested: https://trello.com/c/jV2TjjFb
Nice! Sorry I didn't looked at the trello board recently.
PhilippH
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tmonash

PLEASE carry the new skewed scaling through to the the final software!

I have animated using 2D parenting systems that use skewed scaling (such as After Effects) for a while now and I've -never- had to work around issues like you described in your top thigh example. I feel that it's a poor example anyway, as I can't think why someone would want to non-uniformly scale the thigh in that position for a side-on run cycle, and more importantly, keep it scaled that way long enough for it to cause skewing problems. In my experience, skewed scaling is used predominantly for squash and stretch, which happens for a handful of frames at the apex of a movement, not all the way through!

I'm currently animating an animal scaling rapidly in X only and I've LOVE to be able to create a simple S&S settle (in X only) with just the root bone. But as the software is now, this causes all the child bones (arms, eyes, ear, head, etc) to squash in the X axis as well, which is not at all the desired result. I have to either disable scale inheritance and apply the scale settle to every individual child bone (NOPE! - and at times impossible if the child bone is not aligned perfectly with the root) or fight the inherited non-uniform scale with a key on each frame (also NOPE!).

Anyway, that's my two cents! Really hope to see this in Spine soon.
tmonash
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Nate

Thanks for the feedback tmonash. I think the new scaling will make it in. There's still a small amount of work to be done with the math, plus the tools and bone compensation need some adjustments. We'll likely bump the version to 2.2.x when the new scaling is ready.
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Nate

Nate
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PhilippH

Great to hear, Nate!
I would like to use the new scaling in a current game project. We still have couple of month to go, but it would be nice to know when do you think this will happen? The sooner the better, of course :D
Thanks a lot!
PhilippH
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Nate

I really can't give an estimate. I'd just be making things up so it's better not to say. I want to do it ASAP, but there's a whole bunch of stuff backlogged from when I was sick, and now Shiu is sick. Flu season sucks!
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Nate

Nate
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bcAnim

When you switch to the new scaling, I would like to request the feature to lock a Spine file to a specific version, to make sure an animator doesn't open a 'legacy' character that is only supposed to be animated in an older version and then work all day only to later realize they are working in the wrong version. When you open it, it could say something like 'this file is locked to version 2.1.27. Would you like to unlock it?', I think that would be enough to remind someone to open in the right version if they need to.
bcAnim
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Nate

It's an interesting idea, but I'm not sure the Spine file is what needs to be set to a specific version. Eg, it is common to freeze the Spine and runtimes version so a team of animators and developers can work without interruption. Periodically a developer would update the runtimes and an animator would check the latest Spine, verify both are working correctly, then move the team to the latest Spine version and freeze it again. If your "version warning" idea was used in this scenario, every time the Spine version was updated this would result in all the Spine files complaining that the Spine version might be wrong.

It's really the project or team that has a Spine version freeze. I think keeping everyone on the correct version of Spine is something that needs to be managed outside of Spine.
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Nate

Nate
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janimator0

Just wanted to give my 2 cents as a seasoned animator.
I love the skew! It would definitely be useful and am very glad you implemented it! Wish there would be a way to skew a single sprite/limb, like in flash. I guess that would be another transform under translate, rotate and scale. Either way excellent work!
janimator0
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Nate

Thanks janimator0! Since we now support skew we could indeed make it visible like SRT. I'm not sure how often that would be used though and it means slightly more data needs to be applied to the bones. As a workaround, you could scale a parent bone nonuniformly to skew the children.
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Nate

Nate
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belpetr

Do I understand correctly that the skewing and scale and transforms constraint is not made until the end? Since they are not active in the animation mode.
belpetr
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Nate

belpetr, sorry I'm not sure what you mean. Can you explain more?
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Nate

Nate
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belpetr

See this link. https://yadi.sk/i/9FjnGGomn3GFp
There I showed that inherit is not active in animation mode.
Am I doing something wrong or is it still be done?
belpetr
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Pharan

If they're grayed out, you can't animate them.
You have to change them in Setup Mode.
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Pharan
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Søren

Inherit shows as being active there in Animate mode. It's just grayed out since you can't change the setting while you're in Animate mode.

Pharan beat me to it :)
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Søren

Shiu
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