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I'm trying to mimic the rigging of a game made in Flash. I'm not sure how the creators of this game did their bones, but I really like how shawl is pushed as the arm extends:

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Should I just go about making arm bones as normal and then create separate bones for the two halves of the shawl? However, if I do this, I would have to manually move the shawl to make sure it compensates for the arm movement during the animation process. I was wondering if there was an easier way?

I've been using spine in its Trial version for about a month now, but just recently purchased the Essential edition. If this would only be possible using Professional edition features, I'd still love to hear about it.

There's obviously more than one way to do it.
But yeah, for Spine Essential, you can also give each side of the shawl its own bone.
There aren't automatic ways to handle that even for Pro.
Pretty sure that's how it was done in Flash here too.
Can't think of a more straightforward way to do it than that.

If you have Spine Pro, you can use mesh FFD to deform the parts or use vertex weights but it would still need separate bones so it doesn't move all the time.

Spine doesn't have physics effectors or bone rotations affecting other bones with conditionals and things like that.
Interesting features though, and I know they exist in non-realtime stuff like Toonboom.

Alright, thanks anyway, Pharan!