我希望能把mesh和图片独立开,mesh内可以嵌套多个图片,也可以嵌套mesh,这样可以实现更灵活、更方便的变形,希望开发者可以采纳!

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    overtake What you're looking for is something like the Live2D feature, right? Spine's meshes are very different, so I don't think we'll ever add the ability to nest meshes. Instead, we have had an idea for a long time to allow meshes in different slots to become linked meshes for a while: EsotericSoftware/spine-editor195

    We recognize that this should be a high priority and hope to implement it in v4.3 or a near future release.

      Misaki 我看了这个话题,但不是很理解,你的意思是被继承的网格在继承源网格变形的同时也可以自己单独变形吗,如果是这样的话,那会是有用的,但有一个问题,我希望本图层的网格形状是独立的,同时也能被另一个网格的变形影响。例如一个有很多发束的角色在做左右转头的时候,每根发束在保持自己的变形的同时也能被一个包裹所有发束的虚拟网格的整体的形变影响,这样做透视会很方便,请问这样能实现吗?

        overtake If Inherit Deform is unchecked in the properties of the linked mesh, the linked mesh can be deformed independently without affecting the source mesh. However, the only deformation that can be done here is by adding deform keys, and you should note that deform keys can have a negative impact on performance at runtime.

        Spine basically uses bones to perform transformations, and weights can be used to adjust how much each mesh is affected by the deformation of its bones. It is possible to set the weights so that all hair strands are affected by the same bone, or to set a bone to affect all bones attached to each hair strand, making it easy to control large numbers of hair.

        We may be able to give you more specific advice if you show us the rig you are actually having trouble with.