第一张图是一段完整循环的曲线。第二张图是这条曲线在极值关键帧处放大后聚焦后的图。
我想问一下有没有办法可以增加曲线的采样。正如第二张图左边段所展示的那样、它在小范围的都采样是直线。因此我不得不像右边那段曲线一样在极值关键帧周围添加关键帧去平滑曲线。
实际测试之后确实是采样问题、会影响数值、并不是优化显示的结果。
这在我使用Spine以来一直有遇到的问题。在进行小偏移时、这种采样会导致这段直线曲线所影响的图片变换被放大。最后导致非常不和谐的卡顿。
我一直都是通过添加关键帧解决的。不知道有没有设置项或者在Spine未来的更新计划中进行优化

  • Misaki đã trả lời bài viết này.
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    在Spine中,曲线的平滑度是通过使用一定数量的线段来近似实现的。当前版本中,贝塞尔曲线的过渡是通过10个线段计算的,这样做是为了性能优化,因为每个时间轴都需要计算贝塞尔曲线,可能会有数百个时间轴。虽然这种方法在大多数情况下是足够的,但如果曲线不够平滑,可以通过在关键帧之间添加更多的关键帧来实现更平滑的运动。虽然目前没有直接的设置项来增加曲线的采样,但在未来的更新中可能会考虑其他解决方案。

    Voice-of-Shadow Spinebot's answer is quite adequate, so there's not much I can add. There's no option to adjust the number of curve segments in the Spine project or the curve as a whole, so adding keys as you do is the correct way to do it.

    在进行小偏移时、这种采样会导致这段直线曲线所影响的图片变换被放大。最后导致非常不和谐的卡顿。

    Could you show us this problem visually, perhaps with an example using simple graphical images? The fact that the line segments are displayed on the curve is not a bug, but if you are experiencing severe jitter, there may be a bug or something we should fix, so I would like to confirm the specific problem you are experiencing.

      Misaki
      我想正如Spinebot所说的一样。为了优化性能降低了曲线的过度。
      遇到的抖动其实也不是说非常严重。因为在项目中有这部分的特写。它并不是整体的视觉焦点。
      它是3节骨骼中的尾端、所以这种影响被放大了。不过我都添加关键帧的方式去平滑了。

      • Misaki đã trả lời bài viết này.

        Voice-of-Shadow I was relieved to hear that the jitter that occurs is not that serious. Adding keys if you feel the smoothness is not sufficient is the correct way to deal with the problem, so please let us know if you encounter any problems with this.

          Misaki
          是的、抖动并不严重。但是放大后会感到不和谐。
          希望在未来的更新中可以进行有关曲线采样段数的设置从而减少添加平滑关键帧的需要

          • Misaki đã trả lời bài viết này.

            Voice-of-Shadow Well, I'm sorry to keep asking the same question, but is it possible to create an example project that shows the disharmony? I think it would be possible to consider adding an option to adjust the number of segments, but it would be great to have an example that objectively shows how necessary it is.

              Misaki
              我通过X(Twitter)向你们展示相关问题。

              非常抱歉由于项目关系、我剔除了所有其他此无关的纹理图和骨骼。并以占位符图片代替。
              视频可能被压制得有点严重。
              此项目会先展示此处的腿部特写、并且往身体反向移动镜头

              • Misaki đã trả lời bài viết này.
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                Voice-of-Shadow Thank you for showing us the video! This video is easy to understand the problem well. From the value of the bone's translation, this skeleton is quite large, isn't it? I think this is probably one of the reasons why the jitter was noticeable. I tried to create a Spine project that would reproduce the same jittery state, but it was quite difficult, so could you please send us the Spine project that contains that skeleton via email, as it is?: contact@esotericsoftware.com
                Please include the URL of this forum thread in the email so we know the context. We appreciate your cooperation.

                  Misaki
                  我已经提供录制此问题视频的工程到你们的邮箱了。感谢能持续关注我的问题。
                  因为项目原因、提供的工程仅保留了能反应问题的信息。分别保存原始的帧偏移和偏移后添加关键帧的动画。
                  如果有任何进展的话可以在此贴进行回复、不用麻烦编辑反馈邮件了~

                  • Misaki đã trả lời bài viết này.
                  • Misaki đã thích điều này.

                    Voice-of-Shadow Thank you for sending us the Spine project that reproduces the problem! I've created an issue to improve it based on the project you provided: EsotericSoftware/spine-editor846
                    You can subscribe to this issue ticket to receive notifications when there is any progress on this issue.