Tomateche

Hello.
It's probably a stupid question, but I'd like to know how to change the axes of a bone without change its position... :rolleyes:
My goal is to make match the orientation with an other bone constrainted on the green axis scale.
spine1.jpg
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Tomateche
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Nate

For the math to work properly, all bones work the same way, eg the bone points in the X direction. Depending on what you need to accomplish, you can probably use two bones at the same position, one rotated or flipped and the other pointing the direction you want.
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Nate

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Tomateche

Thanks Nate for your quick answer.
My goal can seem a bit tricky : I want to use only the main face controller bone to constraint the rotation of the "nose" bones (red vertical bone) and the horizontal scale of the left glass/eye (green bone), both with IK + constraints.
I get this "idea" after have done all my face rig. So I had to rebuilt a part of it in "world mode" to make matchthe glass-bone axis with the green bone axes.
This method is efficient. But I'd like to apply it more easily on a new character.
spine2.gif
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Tomateche
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Nate

In the future we'll have constraints to bind a transform property to another. For example, rotation to scale. That should do what you want more easily!
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Tomateche

Sure !
Rotation to translation already works -partly-, but reading your doubtful comment in this topic Gears and rack, it seems to be a (positive) bug :)

I take this opportunity to make a suggestion : have the possibility to nest secondary (looped) animations in a main animation. For example, have a collection of speaking heads animations (with different emotions) that we could add/replace in the main body animation. (like movie clips in Flash)
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Tomateche
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Nate

Ah, it's not a bug, it just wasn't clear what your project was doing.

You can play multiple animations at once already (see the Preview view), though you can't set keys to play/stop another animation.
Preview view - Spine User Guide
We have improvements planned to make Preview easier to use, eg to record a sequence and timing of animations.
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