onurcangoc

  • 9 Feb
  • Se unió 29 de Ago de 2024
    • Editado

    onurcangoc It is true that meshes and weights are often used in common idle animations, but note that the smooth movements and expressions themselves are possible without using them. One of the example skeletons we provide is a character named Speedy, which was created using only the features of the ESS version editor:

    Do you see how the bangs and ribbons on this character seem to move very softly? The swinging of the bangs is represented only by rotation and scale movements.
    The ribbon has several shape differences:

    Such transformations can easily be done with a free image editor like GIMP. (In GIMP, you can easily distort images with a tool called the Cage tool.)
    If you are making an animation for a video game, it is undesirable to use a lot of sequence images like this because the textures will be large and the data size will increase, but since you are not making it for a game, it is a good idea to do it this way.

  • onurcangoc Hmm, the vertex may have been given a weight of bone4 or bone3, or you may have added a deform key without realizing it. If neither is the case, the binding order may be the problem. Try pressing the Update Bindings button once in the weights view in the setup mode.

    If you would like to learn more about how this button is supposed to work, please see the following blog post:
    https://esotericsoftware.com/blog/Mesh-binding-tutorial

    onurcangoc To change the draw order of attachments during animation, animate the draw order. Basic information about Draw order can be found here in the Spine User Guide:
    https://esotericsoftware.com/spine-slots#Draw-order

    As long as Auto Key is enabled, a key will be added to the frame where the timeline bar is, just by changing the draw order. If you want to add keys manually, press the key button next to the Draw Order node.

    onurcangoc Unfortunately, we don't offer any discounts. If you want to get started with Spine gradually, you can purchase an Essential license first and then upgrade to Professional for the difference.
    Projects created in Spine ESS will continue to be available in Spine PRO, so you can create animations that can be created using bones, and then upgrade to PRO for the finishing touches.

    • Merhaba,

      Spine 2D uygulaması için indirim yapılması ne yazık ki mümkün değil. Esoteric Software, fiyatlandırmayı adil bir şekilde belirlemeyi ve sürekli indirim taleplerini önlemek amacıyla sabit tutmayı tercih ediyor. Ancak, Spine Essential sürümünü satın alarak başlayabilir ve daha sonra ihtiyaç duyduğunuzda Pro sürümüne geçiş yapabilirsiniz. Bu geçiş, sadece iki sürüm arasındaki fiyat farkını ödemenizi gerektirir. Ayrıca, satın aldıktan sonra 30 gün içinde herhangi bir sebeple iade talebinde bulunabilirsiniz.

      Spine Essential sürümü ile de birçok harika animasyon yapabilirsiniz. Örneğin, Super Spineboy tamamen Essential sürümü ile yapılmıştır. Bu sürümle temel animasyon becerilerinizi geliştirdikten sonra, Pro sürümüne geçiş yaparak daha ileri seviye özellikleri kullanabilirsiniz.

      Daha fazla bilgi için Spine satın alma sayfasını ziyaret edebilirsiniz.

      İyi günler dilerim!

      • onurcangoc I’m glad to hear you've figured it out! If you have any questions, please feel free to ask us here.

      • onurcangoc Sorry to wait so long for an answer! I was on vacation and hadn't seen your post yet.

        I answered your question earlier in another thread, and you may still not understand how the bone hierarchy works. Our example skeleton, Spineboy, also has a separate face, eye and mouth, but they are all children of the head bone, so when the head bone moves, they all move together.

        So in your case, if you make the eyes, eyebrows, and bangs the children of the bone to move the head, you can make them move together when you move the head bone.

        • onurcangoc Based solely on your description, if you create a bone for the ponytail parented to the head, that should already do the trick! And it is the same also in the video.
          As Misaki said, the video also features additional bones that are influenced by physics, but these could also be omitted as long as you do the first step of parenting the ponytail bone correctly.
          Could you try this, and if it doesn't work for you, could you describe maybe with a couple of pictures what you'd like to achieve instead?

        • onurcangoc Welcome to the Spine forum! You said you used AI translation, but this forum has a translate button and we can read posts with it, so please post in your native language.

          The video you showed has references to physics in the text, so I think they are probably using physics constraints for the hair. Physics constraints are a new constraint added in Spine 4.2. This constraint allows you to create a rig where the child bones automatically move under the influence of the parent bone's movement.
          The following video explains how to add it:

          For more details on each of the parameters, please refer to the Physics constraints page in the Spine User Guide:
          https://esotericsoftware.com/spine-physics-constraints#Physics-constraints