What bone should I use as target to get desired result?
height13 We released Spine 4.3.14-beta today, which includes fixes for transform constraints. I sent out an email with a Spine project that demonstrates a solution to the knee-pad belt problem in your skeleton using the transform constraints available in this latest beta.
I hope that the Spine project I sent you will help you solve this problem, but if it doesn't work or I missed some necessary requirements, please let me know.
Thank you so much for helping with this! What you gave me was pretty much perfect. I just adjusted the rotate offset to get both the strap to come together at the ends.
Here's what it looks like with the images!
Just a quick question, I saw that Local was check in both options and Clamp was added. Does the local just make sure it transforms according to the relative position of the bone it's parented to? And I'm assuming that the Clamp is using the values on the right side of the properties to refer to, right? How did you arrive at those values? Or was it just trial and error?
I just ran into another issue when I was messing around with the file. It seems like the Knee bone is not working anymore. Before the Spine update I was able to move the knee bone around to deform the leg when switching to font facing and side. Now it seems locked into place. And when I did get to move (I can't quite remember how I did it and I haven't been able to replicate it to show a screenshot), the bones were not following each other like they were supposed to. I followed this tutorial on how to get the knee working before the update.
World rotation is the direction the bone is pointing in world space (eg as seen on your screen). Given that definition, it can only point 0-360 degrees. When it points toward the right edge of your screen the rotation is 0. Rotate it toward the bottom of your screen at all and it'll flip to eg 359 degrees. This jump between 0 and 359 degrees can cause issues.
Local rotation doesn't have that issue. Also the rotation you want for this setup is relative to the parent bone, not relative to world space, so it makes sense to use local. In other words, the straps rotate with the parent. In world space the direction it points would not depend on its parent bones.
Yes, clamp applies to the values set to the target bones (the range on the right side).
height13 How did you arrive at those values? Or was it just trial and error?
Nooooo, don't attempt trial and error for transform constraint ranges, it will just be confusing.
The source bone local rotation when pointing straight down is 0. When it is fully bent, it is -180. So, your source range is 0 to -180.
The target bone local rotation when the source bone is at the 0 end of its range is -90. When the source bone is at the other end of its range, you want the target to point up, which is -180.
You can see these values by setting the constraint mix to 0 and rotating the bone through the range you care about and choosing Local
axes. Think about the range for the source and target and set the appropriate values. Don't guess or just enter values randomly, it's unlikely to give you the results you want.
Misaki I just ran into another issue when I was messing around with the file. It seems like the Knee bone is not working anymore. Before the Spine update I was able to move the knee bone around to deform the leg when switching to font facing and side. Now it seems locked into place. And when I did get to move (I can't quite remember how I did it and I haven't been able to replicate it to show a screenshot), the bones were not following each other like they were supposed to. I followed this tutorial on how to get the knee working before the update.
height13 In order to accurately understand the current status of your rig, could you email us the Spine project so that we can review the problem?: contact@esotericsoftware.com
Since your skeleton is a bit complicated, it would be easier for us to understand which parts to look at if you could send us a project with the parts unrelated to the problem removed.
height13 Thanks for sending the file! I watched the video you referenced while looking at the Spine project, and in that video the translate X/Y mix values were lowered a bit to manually translate the bone from about 6:21 to about 7:00, so I thought the problem of not being able to move the knee bone at all could be solved by simply changing the mix value:
However, it seems that the current setup has a problem where the belt does not follow when the knee bone is moved, so it seems that this needs to be solved by changing the bone that the mesh is bound to. However, from here on, I thought the answer would change depending on the rig you were looking for, so please try to fix it yourself and let us know again if you have any problems.