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Nate đã viết

Am I missing something? Note I'm talking about holding shift when using the Create tool in edit mesh mode.

in mesh edit view with create tool hold shift and drag from existing point. nothing happens while dragging from empty space within the mesh or from manually created orange line works fine.

For pixel art, uncheck linear filtering, check pixel grid scaling, make image use 1px blank border.

why to use image with 1 pixel padding?


For two bone IK, when the mix is greater than 0 and the parent bone has local nonuniform scale, the child bone's local Y translation is set to 0.

Don't understand this as well. I scaled the parent bone only on Y axis and set the mix > 0, but child bone had translation values. And how is that a limitation when it can hurt us?

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warmanw đã viết

in mesh edit view with create tool hold shift and drag from existing point.

For me shift + drag from existing point: it makes an orange edge from the existing point to a new point under the mouse, constrained to left/right or up/down.

warmanw đã viết

nothing happens while dragging from empty space within the mesh

For me shift + drag from empty space: it creates a new point and edge from that point to a new point under the mouse, constrained to left/right or up/down.

I'm confused. 🙂 While holding shift and making an edge, if you hover other points the edge does not snap to those points. Is that what you are reporting?

warmanw đã viết

why to use image with 1 pixel padding?

When pixels are opaque up to the edge of the image and Spine draws the image, filtering has no pixels to choose past the edge of the image. This results in a hard, aliased edge, the same as when a mesh hull has opaque pixels right up to the edge:

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MSAA can be enabled (in the Viewport section on the settings dialog or when exporting images/video) to smooth the edge, or if the image has 1 blank pixel between opaque pixels and the edge then filtering will make a nice antialiased edge (when smoothing > 0). Here is what MSAA does to the edge:

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The above only matters when drawing in Spine. If you are exporting images or video, then it also affects those exports. If you pack a texture atlas and render that with a runtime, then the atlas usually has padding between regions. That padding is for the same reason: it provides pixels for filtering to sample to make smooth edges. That means opaque pixels at the image edge aren't a problem at runtime. However, cutting opaque pixels with a mesh hull will still be a problem at runtime. If that is a problem then MSAA or another solution would be needed at runtime.

warmanw đã viết

I scaled the parent bone only on Y axis and set the mix > 0, but child bone had translation values.

When the parent has nonuniform scale, the child bone still has translation values but the local Y translation will be 0. Here's spineboy's leg with uniform scale on the selected parent bone:

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Here's the same, but the selected parent bone has been scaled slightly nonuniformly:

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Note the Y translation of the child bone is now zero, causing the parent bone to point directly at the origin of the child bone. That would only be a problem if you 1) didn't want the parent to point directly at the child, and 2) you want to scale the parent nonuniformly. It doesn't come up very often, but the limitation is there. It has to be that way due to how the math works out.

AFAIK, Spine is the only software that allows the bones to be scaled. Some other software, like Softimage, has IK which can break completely in such situations.

I see, so much information. I think I just graduated some academy after reading Spine user guide. so much I didnt know.

first 2 tries did not create the edge. and when it got created it actually created another start point while I wanted to use already created one.

Ah, figured out why you see what you see. Holding shift disables vertex snapping, so you can hover near a vertex and get a point on the edge, not snapping to the vertex. Soo, I guess don't do that unless you want that! 😃 It gets a little tricky since there are only so many modifiers and they get reused for various things.

Seems we can improve holding shift when really over the vertex. Let's see!

Anyway, your tip may be shift to disable vertex snapping. I'll put it in the user guide.


Couple other tips come to mind:

alt+<letter> to show views. It's fast, pretty easy to remember because we don't use alt+<letter> for anything except showing/hiding views, and the letter corresponds to the starting letter in English of the view you want (at least for the most common views): D for dopesheet, G for graph, T for tree, etc.

Soft selection is useful, some people don't even find it (they don't look very hard!). ctrl+alt+click to remove from the soft selection can be helpful. ctrl+alt+box select also works. Soft selection works in edit mode, though maybe it's not commonly needed there.

Middle mouse button can help to make a new selection without deselecting first, especially when making box selections. Also box selections don't require fine mouse movements, which can really add up to avoiding wrist pain when animating all day (I highly suggest a Kensington Expert Mouse!). Middle mouse always gives you selection, and if you drag you always get box selection, never manipulation. Unlike ctrl+drag box selection, mmb+drag doesn't add to the current selection, it creates a new selection. Use ctrl+mmb+drag to box select and add to the selection. Modifiers like ctrl+alt+box select for removing from soft selection actually only need the ctrl to for the box selection box, so you can alt+mmb to box select remove from soft selection.

That is unless you check Middle mouse pans in the settings, of course! Some people like that but it's not the default since not all mice have middle mouse button, but they do (should) have a right button. Panning is too important to be inaccessible.

You can box deselect by selecting vertices, then box select only already selected vertices to deselect them. This can save a fair amount of time, occasionally.


Right click a tree annotation to select it without scrolling (in 4.0.81-beta).

8 tháng sau

Thank you will keep this tips for the next video. already released. Thank you Again!


I need more 😃, making another video very soon.

Did you do one about image sequences already?
Maybe something about weights since we now have weight locking and swapping in beta?
You can also bind multiple images at once which is very convenient!

Maybe wanna talk about the fact that the old graph is now the curves view now and you can use both the new and old?

There's also the new export formats.

I hope this helps >.<

Thanks will definitely consider those

6 ngày sau

The new exports are super cool. New formats, exporting is much faster. APNG is a lot more usable now that it has Reduce colors. WEBM can make impressively small videos.

2 năm sau

Hey, Any new tips to share with the community 🥺
?

Probably! Let me seeeee... 🙈

There's a new select-by-color button on bones that's nice (in 4.2.23). Also the select buttons that bones and constraints have are nice, if you haven't seen them yet.

There's tree setting to show folders for slots under bones. Some projects have hundreds of slots under the same bone, this helps a lot there.

We did this change that may help when making selections using the tree filter:
https://esotericsoftware.com/forum/d/26209-grid-selection-problem/6
It's somewhat of a hidden feature, so good to tell people about.

Improved Parent, Child, Next Sibling, and Previous Sibling hotkeys to work with multiple selection.

This one can be super useful. For example, select some attachments in the viewport, then ctrl+shift+up for the Parent hotkey: now you have all their slots selected. This can help eg if you want to change their color, move the slots to another bone, etc.

Changed slot name uniqueness to the entire path rather than just the name. This affects findSlot at runtime.

This is a potentially breaking change. We made it after 4.2 went non-beta, but it's important to get it fixed now, before more projects use only the slot name to find slots at runtime. That was a mistake in hindsight, this new way is much better.

Changed Pixels compensation and the Highlight Pixels hotkey to use the lower left corner of pixels rather than the center.

This is another potentially breaking change, for projects using Pixels compensation or otherwise caring about keeping image pixels matching screen pixels 1:1. It's most common to align on the bottom left pixel corner, so we changed Spine to also do this.

Import PSD has seen a LOT of improvements lately. We're working on proper documentation. For people using Photoshop, if you want to use layer styles or adjustment layers, Spine can't apply those effects. However, make it into a smart object and it'll work in Spine just fine.

Automatically set the attachment name/path and sequence settings when checking or unchecking Sequence.

This makes creating a sequence super easy. Just drag the image to make a region attachment, check sequence, and you're done! No more missing images or fiddling to add zeros like 001, etc.

I'll post more if I think of it. We try to list all changes in the changelog, so that's the place to look for clues. 🔎

  • warmanw đã trả lời bài viết này.

    Nate

    So happy about the sequence attachment improvement, just released a video in my course saying that it always will show missing images 😃 have to redo it though 😃

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