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[Request] leaning character
Hello, I'm not sure that I understand exactly what you would like to do, but I created an example skeleton for this.
The only tricky thing for this rigging is it uses a transform constraint to allow the position of the arm bones to move left or right in relation to the vertical movement of the chest bone.
This method is used for rigging a ball in this video.
Here is the Spine project file:
arm_IK.spine
I hope this will help you.
Hello
Thanks for the reply Misaki. My doodle wasn't very clear , sorry...
My level has increased, and now I understand what you want to explain.
I have an other unsolved situation, but I'm not sure if it's very necessary to create a new topic just for this...
So I'm going for it ( with a doodle again,)
(This is very simplified compared to the real illustration -a speaking/flying typewriter :think: ...- but I can't post the design here yet)
The whole yellowbox is a single image. The "face" is holed at the mouth
With bones, meshes, weights and transform constraints, the 2.5D effect I want works well for the body, arms and all the ohter stuffs I didn't draw here... but I don't understand how to put the pink parts (under the hole) in perspective AND keep control to animate it when it speaks.
I don't know if I'm clearer than my last question...
Ah, probably I understand what you want to create. You want to place moving parts on the surface of a three-dimensional shape like the one shown in this tip, right?:
Spine Tips: 6 cube2
I think the key to achieving what you want to do is to put a bone for fixing in your skeleton. I have created an example, though very rough:
The animation rig above is shown below:
The cube in the tip I introduced first is bound to only two bones, but this time the yellow box is bound to three bones, and the root
bone taking the role of fixation. This creates room to add weights for other bones, and the mouth mesh has additional weights for mouth control there:
In the above example, I animated images that already have perspective, but ideally, the original images should have no perspective. Distorting images on Spine to add perspective would be easier to rig and more beautiful result. The workflow for creating an animation with perspective from non-perspective images is explained in detail on the following page:
Windmill example
I hope this will help you.
Thanks a lot for your reply Misaki
It helps me to well understand the workflow.
In my situation (the shape is more complex than a cube, with curves and détails, I can't draw flat and distord in perspective like Windmill), there is a hole in the face, and the image (teeth) under the hole is animated.
But it's the quite the same thing. I just have to put equals weights on the "box" and on the teeth, with an additional controller to move the teeth. I will try. :whew:
I'm glad to hear that my reply helped you
The artwork looks really nice! However, as you wrote, it is complex and it would take a long time to animate them. It is quite hard to mesh and weight each tooth, it may be better to constrain the bones used to move each tooth to control bones(front/back) using transform constraints, like this:
You may have already understood the above, but I wanted to add just in case.
Fortunately, the "teeth" are in one block, I don't have to animate each one :scared:
And this typewriter is supposed to be very worn, so some stuff can be a little wonky . :grinteeth:
I succed (more or less) what I wanted to do. The animation is a bit stiff, but it's my first one, and the curves tools seems too complicated for me (my next step)
Awesome!!
It seems to me that the movement of the hands and arms makes it look soft and smooth enough. Great job!
I don't want to abuse your skills and your kindness, but each character I have to animate (most "living" objects) all have very different skeletons and I try to find a way to animate them. Not easy to find the right way each time. Currently I'm working on a door that bends a bit... and I'm having trouble finding the right way
Hmm, what is the right way depends on the animation that you want to create, so it is not possible to determine from only the character images. It would be easier to answer if you give us a more specific question.
By the way, here is under the "Tutorials" topic, but most questions about rigging and animating are posted in the "Editor" topic. I think more people will see it there, so if you have any questions next time, it would be better for you to post a new topic there:
viewforum.php?f=11
OK, I'm done with my newbie questions. Indeed, I'm in the wrong topic....sorry. With the many tutorials and the rich forum, I learn quickly (I practice Spine since 2 weeks). Here is my last WIP experimentation . It's not quite perfect yet, but I'm working on it... Thanks a lot for your replies
Oh, you have started using Spine only two weeks ago! Your animations are much better than when I started using Spine :grinteeth:
You might still be confused on how to set the weights, but the face-parts dividing is perfect. I believe you have a great knowledge of the structure of the head, such as the parts of the nose hidden in the back and the expression under the chin, and you will soon be able to create fantastic animations. I'm really looking forward to seeing your works again
This forum has a "Showcase" topic too, so please post here when you have any finished work!
viewforum.php?f=5
Yes. I got a Spine license since the second kickstarter (2013 !!) but I never used it, since 8 years... I'm foremost an illustrator (and was a Flash user ... :rolleyes: )
And today, I really discover Spine, and it's amazing !!! But I have to re-learn how to animate : meshes, weights and bones are all new for me.
OK, I stop. It's not a chatroom.... see you soon in the Showcase topic