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Multiple attachments in a single skin slot
Hello!
Within my rigged animation I have a few frame-by-frame animated bits that are just several attachments in the same slot. I'd like to include these effects in the skin but I can't find a way to include all the attachments into one skin slot.
I did see this post: Best way to put multiple attachments into one skin? but since its been so long I'm kind hoping there's a better answer than placing everything in its own slot!
Any advice on how to handle these animations?
brett_cbg đã viếtall the attachments into one skin slot
Skins don't have slots. Slots have skin placeholders. Skin placeholders have attachments. So you need:
slot
skin placeholder1
attachment1
skin placeholder2
attachment2
skin placeholder3
attachment3
skin placeholder4
attachment4
An easy way to do that is: choose the "attachments only" tree filter, select your attachments by clicking the first, hold shift, then click the last, then New > Skin Placeholder
.
So to clarify I shouldn't be using multiple attachments on a slot if I'm going to be using a skin since theres no way for that to translate.
I feel like that'd be a real good piece of functionality to have since changing attachments within slots is super useful and its rough to lose that if you're using skins. Even for little things like having various states for the eyes.
Thanks!
brett_cbg đã viếtSo to clarify I shouldn't be using multiple attachments on a slot if I'm going to be using a skin since theres no way for that to translate.
This is not clear. There is no problem with using multiple attachments under a slot. If you use attachments without a skin placeholder, then your attachments won't change based on which skin is visible.
Skin placeholders are conceptual, but you can think of them as attachments whose actual attachment comes from the visible skin, or none if no skin is visible. The skin placeholders are hidden or shown and the actual attachment hidden or shown comes from the skin.
In my example above, the slot has 4 skin placeholders. Each skin placeholder has either an attachment or nothing for each skin. To do frame-by-frame animation, you hide or show the skin placeholders over time in sequence.
OH!
I don't know how this confused me on your first post! Haha, thanks for explaining a bit more!
No problem! :nerd: That animations key the skin placeholders, not the specific attachments, is crucial for reusing animations with different attachments. Skin placeholders provide a level of indirection so animations aren't coupled to specific attachments.
Yeaaah, this is why I should learn BEFORE animating, not after! Alas!
I'm sorry but this is not clear to me:
I have two skins: blue and green.
I also have two mouths for each skin: open and closed.
How do I key the attachments open and closed to the animation open and closed so the skins will work as well?
Thanks
Actually I see it now.
However, this brings me to a different question: I created a placeholder under a skin. How do I access/ move it to a new skin?
clear case of RTFM. The skin workflow was not intuitive to me.
Now I only have the issue of combining skins in godot runtime.