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Root bone rescaling VS Inherit: Scale unchecking
Hello
It's incredible how you -the Spine Team- are so active on this forum. Each question has THE answer in the hours. Big thanks for that !
So, I have a question, of course :grinteeth: :
My rigged and animated character has multiple bones with Inherit : Scale unchecked.
How can I do if I want to reduce the whole character ? Of course I tried to rescale the root but, obviously, these bones kept their original size. ( it makes a hilarious character with huge hands, nose, lips... and tiny tiny legs :lol: , but this is not my goal )
Re-check Inherit Scale for all these bones, then rescale the root, then uncheck Inherit Scale..., is not a solution for me because I would like to animate the root scale.
Have you a tip to do this ?
Glad you are finding our support helpful! We pride ourselves in providing high quality support, plus it helps us keep in touch with the issues people encounter.
You can use Skeleton scaleX
and Skeleton scaleY
to scale the whole skeleton, including bones with inherit scale disabled. These properties are available at runtime, but not in Spine, which means they aren't keyable in Spine.
This is indeed a problem! I also encountered this inconvenience more than once. For example, when a character needs to be deployed, this is also a problem for me. There was also an animation of climbing the stairs, when the character had to gradually increase, it was also a nightmare!
Thanks Nate for your (very quick) answer.
Well... too bad for me. As mfedorov writes, it's would be very useful to be able to do this in Spine for many cases.
I'm using Spine in depth since few months (only for animation, not export stuffs) and take notes about options which could be added to optimize the workflow.
I will send you a recap, if you allow me. Maybe some of my suggestions will hold your attention for future upgrades (within the limits of the technical possibilities).
Thanks
Have a good day.
Until it's available in the editor, you can at least do it at runtime. One solution could be to animate the root bone in the editor like you want (ignoring the inherit scale issues), then cut and paste the keys to a new bone that isn't otherwise used. At runtime, each frame you could get the scale of that bone and set it on the skeleton.
Sure, we're always happy to hear your thoughts on improvements!