warmanw

Check my next video on Spine tips

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warmanw

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Nate

I noticed we don't sort the image files correctly (1, 10, 11, ..., 18, 2, 3, ...). We've fixed that up in 4.0.42-beta!

Seeing you clear all those mesh paths one-by-one makes me sad, so we've added that in 4.0.42-beta also, for both meshes and regions. :fiesta:

A tip that could help a tiny bit: at ~9:55 you need a bone at the tip of another bone. An easy way to do that is to select the parent bone, then in the tree properties choose New... Bone. If you have the axes set to parent or local, your new bone will be exactly at the tip. If you have the axes set to world, your new bone will appear at the 0,0 world position.

I guess you don't actually need the 6 bones for the "spokes". You could use them to position the rock bones, then move the rock bones up a level and delete the spoke bones.

At 14:22 you could turn off the tree "scroll to selected" button, so it won't scroll when you click each bone, then you don't have to scroll back down to the images. Maybe not worth it for the 6 rock images, but I think a lot of people forget about it completely. In a larger project the scrolling can be pretty far.

"that looks terrible guys" hahaha! :D It shows how to do it well though and it's obvious it could look better pretty easily. :) Another great video!
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Nate

Nate
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warmanw

Thank you for your time Nate
Nate escribió:Seeing you clear all those mesh paths one-by-one makes me sad, so we've added that in 4.0.42-beta also, for both meshes and regions. :fiesta:
Great
Nate escribió:A tip that could help a tiny bit: at ~9:55 you need a bone at the tip of another bone. An easy way to do that is to select the parent bone, then in the tree properties choose New... Bone. If you have the axes set to parent or local, your new bone will be exactly at the tip. If you have the axes set to world, your new bone will appear at the 0,0 world position.
Thanks!
Nate escribió:I guess you don't actually need the 6 bones for the "spokes". You could use them to position the rock bones, then move the rock bones up a level and delete the spoke bones.
Indeed!
Nate escribió:At 14:22 you could turn off the tree "scroll to selected" button, so it won't scroll when you click each bone, then you don't have to scroll back down to the images. Maybe not worth it for the 6 rock images, but I think a lot of people forget about it completely. In a larger project the scrolling can be pretty far.
Will be using that more often.
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warmanw

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Nate

I was thinking, one way to level up your Spine game would be to use more hotkeys. We've added 100+ hotkeys in 4.0! Not all of them are mapped by default. Man, we really need to finish our hotkey editing UI.

I think I mentioned before you can use ctrl+shift+K to turn on hotkey popups, so people can see what hotkeys you are using instead of feeling like things are happening magically. You can run Spine with --keys to enable the popups by default, as it's easy to forget.

Recently we've added a new, related setting that is useful when making videos: if you run Spine with --keys-defaults you'll get the hotkey popups as before, but instead of showing your hotkey mappings, it will show the default mappings. This allows you to customize your hotkeys all you want, without confusing users as to why the hotkey action doesn't trigger when they press the keys they saw in your video. If you press a hotkey that isn't mapped by default, then the popup won't show the key press, just the name. That way there's no confusion if you've bound a different hotkey to keys used by the default hotkeys.
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Nate

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warmanw

Nate escribió:I think I mentioned before you can use ctrl+shift+K to turn on hotkey popups, so people can see what hotkeys you are using instead of feeling like things are happening magically. You can run Spine with --keys to enable the popups by default, as it's easy to forget.

I was thinking about installing 3rd party tool, thanks!
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warmanw

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