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I'm working on a project that will require a number of posed image sets for a single character (Ex. Side, Front, 3/4).

This has been something in our previous projects we just use multiple skeletons based on the same root, but we were capable of using the same skeleton for the most pieces of art. Though this was a very time consuming process because we had to notate all the world based Translate/Rotate numbers. Once we got it to the pose we wanted and bound the art, we "reset" all related bones to the original poses it was rigged on.

Is there any way we could set poses in Setup? Or even a way where we can at least copy paste numbers in? I think I have a method, but would require alot of editing on JSON files.

TLDR: I want to use one skeleton for a full turnaround on a character, is there a way to have saved skeleton poses in setup specifically for binding.

Thanks!

Andrew Marquez

Oh, good suggestion. This would be a rather helpful feature, especially for more complex projects. I've had this thought as well. Hopefully this is something that could be implemented with some ease. Maybe, a "pose list" for rigging, like the "animation list" for animation mode.

Sorry for not answering earlier, your suggestion is something that we're (and have been) evaluating lately, we're still in early stages so I can't say how long will it take before this will be implemented and fully stable, but it's definitely on our radar. Thanks for posting your ideas and feedback, they are being considered and discussed (:

For what is worth I had to go through your same process in a project, and we ended up having a special Spine file where we would import the same skeleton multiple times to automatically "store" all the bone positions for setup mode, then after importing all of them, we would make a fake animation where on every frame the pose and the correct frames would be activated.
You can copy paste bone positions from one skeleton to another if they have exactly the same bones, and you must remember to select the same bones AND constraints, and be in "world" axis. I know it's not the best solution but I hope it's better than manually editing jsons (:

5 días más tarde
Erikari escribió

Sorry for not answering earlier, your suggestion is something that we're (and have been) evaluating lately, we're still in early stages so I can't say how long will it take before this will be implemented and fully stable, but it's definitely on our radar. Thanks for posting your ideas and feedback, they are being considered and discussed (:

Not a problem, I figured bringing up the topic. I don't remember seeing it mentioned anywhere and it was something that would have helped us substantially on quite a few rigs on one of our previous projects.

Erikari escribió

For what is worth I had to go through your same process in a project, and we ended up having a special Spine file where we would import the same skeleton multiple times to automatically "store" all the bone positions for setup mode, then after importing all of them, we would make a fake animation where on every frame the pose and the correct frames would be activated.

I was actually thinking of doing something similarly, probably exactly that. There was a time constraint we ended up doing multiple skeletons under one root, for sake of not being overly complex for the animators. I did end up doing some JSON editing for the sake of speed, was able to bring over bone, slot, ik information from separate spine files. There was some weirdness with weighting so we decided to ignore that for now.

Erikari escribió

You can copy paste bone positions from one skeleton to another if they have exactly the same bones, and you must remember to select the same bones AND constraints, and be in "world" axis.

You know I've worked in spine for almost 2 years now and didn't know you could copy paste, lol.

Thanks for the response, I'm glad to know its something that's being worked on.