Thank you for telling me how to properly do it, it took me ages just to get it working with the botched version I did. Maybe that will help me get ur work around working (and if not I use a depth map) Ill play around more and see what I can do with the vertices. It'd be very useful if there was a easier to see diagram or example of roughly how it should look. (Maybe we can compile a rigging tricks for stuff like legs and IK. Been having trouble with getting IK looking good too)
You're welcome. Please note that while we can provide tips for common rigging pitfalls, we cannot provide full drawing, animation and rigging tutorials - this would be as if Adobe provided painting and photography courses along with Photoshop and illustrator. Rigging is an art in itself and "rigger" (at least for 3D) has become a dedicated job position. It takes time and learning effort to become good at it, just as animating. I will ask @Erikari if she can point to any tutorial resources.
Anisoft đã viếtI do wish there was a way to bind some extra vertex colors to a character for custom shaders. That way I could bind vertex colors specifically for depth offsets (and then could control them at run time for depth) or I could use them as inputs for shader effects (like fires and ice that I only want effected specific parts).
I see your point. Unfortunately, vertex colors can currently only be set per Attachment (so per mesh or per quad), but not on the finer granularity level of individual vertices.
Anisoft đã viếtAs it stands I believe vertex colors are used specifically for the mesh deformation and there doesn't seem a way to add custom ones.
Technically it's not actual vertex colors, as bone weights of each vertex are not passed to the vertex shader as vertex attributes, but are evaluated on the CPU side (software skinning and deformation).
Unfortuantely I fear that there will not be a vertex color paint tool added to Spine (and the runtimes) soon, as there are other features with higher priority that yet need to be implemented.