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  • Suggest feature: Mass copy for linked mesh

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Yeah, linked mesh usuall work for frame by frame animation which required alot of copy from the mesh, and doing it hand by hand is quite tiresome. So I think we can have some thing like this to save the working time alot:

It also auto clear path for each of the clone mesh along the way too.

So do you think it's useful or possible to add this feature into Spine.

so useful 😃

I would just create 1 linked mesh, then click Duplicate many times.

Nate ha scritto

I would just create 1 linked mesh, then click Duplicate many times.

Would that also auto Clear path for you with all those duplicate times?
I guess not, for now you 'll need to Clear path manually for eachtime you duplicate (8 times of Clear path in this case)
Let's thing about how many mouse click you 'll need for a 20 frames instead of 9 (Yeah, frame by frame VFX may took that much) including each time you need to Clear path manually for each duplicate too 😢
20 frames = 20 clicks
19 times of Clear path = 19 clicks + 19 enter
Total is 39 click + 19 enter, I guess.

Hmm. After duplicating the linked meshes, you can select them all and clear the paths all at once.

We know frame-by-frame is a lot of clicks. It's even more than you listed, as you need to set keys too. The best answer is to have an attachment that knows how to play the frame-by-frame animation without needing to key each attachment. We'll have this in 4.1!

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Nate ha scritto

Hmm. After duplicating the linked meshes, you can select them all and clear the paths all at once.

We know frame-by-frame is a lot of clicks. It's even more than you listed, as you need to set keys too. The best answer is to have an attachment that knows how to play the frame-by-frame animation without needing to key each attachment. We'll have this in 4.1!

By "Clear path" I mean the new mesh automatically adapt to the name of the new textures. (for example :
Wire 01 mesh adapt to "Wire 01" texture
Wire 02 mesh adapt to "Wire 02" texture)

You way of clear the paths all at once make all the new mesh invalid with the textures name
So that's still Total is 20 click + 19 copy + 19 paste name of the new textures on every single mesh.
We 're try to reduced the meaningless labor time here with this feature, think about the endless circle of click and clear path we must repeat every time a new VFX is made :scared:

Huy137 ha scritto
Nate ha scritto

Hmm. After duplicating the linked meshes, you can select them all and clear the paths all at once.

We know frame-by-frame is a lot of clicks. It's even more than you listed, as you need to set keys too. The best answer is to have an attachment that knows how to play the frame-by-frame animation without needing to key each attachment. We'll have this in 4.1!

By "Clear patch" I mean the new mesh automatically adapt to the name of the new textures. (for example :
Wire 01 mesh adapt to "Wire 01" texture
Wire 02 mesh adapt to "Wire 02" texture)
You way of clear the paths all at once make all the new mesh invalid with the textures name
So that's still Total is 20 click + 19 copy + 19 paste name of the new textures on every single mesh.
We 're try to reduced the meaningless labor time here with this feature, think about the endless circle of click and clear patch we must repeat every time a new VFX is made :scared:

I use group clear path the second it was live and works for me. and I would better wait for new attachment type.. where is it I want it now 😃

warmanw ha scritto
Huy137 ha scritto
Nate ha scritto

Hmm. After duplicating the linked meshes, you can select them all and clear the paths all at once.

We know frame-by-frame is a lot of clicks. It's even more than you listed, as you need to set keys too. The best answer is to have an attachment that knows how to play the frame-by-frame animation without needing to key each attachment. We'll have this in 4.1!

By "Clear patch" I mean the new mesh automatically adapt to the name of the new textures. (for example :
Wire 01 mesh adapt to "Wire 01" texture
Wire 02 mesh adapt to "Wire 02" texture)
You way of clear the paths all at once make all the new mesh invalid with the textures name
So that's still Total is 20 click + 19 copy + 19 paste name of the new textures on every single mesh.
We 're try to reduced the meaningless labor time here with this feature, think about the endless circle of click and clear patch we must repeat every time a new VFX is made :scared:

I use group clear path the second it was live and works for me. and I would better wait for new attachment type.. where is it I want it now 😃

As far as I know there's no mass way to "clear path" of multiple mesh at the same time

The Clear path checkbox just sets the Image path to blank. It's meant to be a convenience when you are renaming the attachment. You can do the same like this: select one or more tree nodes, delete the text in Image path and press enter to store it. When the Image path is blank, the attachment name is used to find the image.

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Nate ha scritto

The Clear path checkbox just sets the Image path to blank. It's meant to be a convenience when you are renaming the attachment. You can do the same like this: select one or more tree nodes, delete the text in Image path and press enter to store it. When the Image path is blank, the attachment name is used to find the image.

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Thank you for the explaination, I understand it now.
I'm hope in the future we may have a mass copy instead of click duplicated for 9 times or 20 times
May be put it as a separate button so people can either quick duplicate a single time like the old way or click that button to use mass copy if necessary. Does that sound reasonable? :think:

Maybe something like long press the duplicate button to have a dialog open asking how many copies you want.

Nate ha scritto

Maybe something like long press the duplicate button to have a dialog open asking how many copies you want.

Sound great to me 8)