• Bugs
  • Bone Compensation not working for rotation

Spine version: 4.0.76-beta professional
OS: macOS Mojave 10.14.6

I'm trying to adjust the position/rotation of some bones after having weighted some meshes to them. I noticed that, with bone compensation turned on, I can translate bones as expected, but when trying to rotate them, child bones are affected. Specifically, they move along with the parent bone, but don't rotate with it; when compensation is off, they both move and rotate with the parent bone.

My memory might be a bit patchy but I don't recall this always being the case. I expect child bones to stay in place when I rotate their parent bone. Is this a bug, or expected behaviour?

Video here (turned off images as this is part of an NDA project)

  • Змінено

If I open, for example, the spineboy example project and rotate the head bone with bone compensation on, only the head bone rotates, the child bones don't rotate or translate.

Maybe you are using a transform constraint? That could cause the behavior you see.

I have some transform constraints, but they're on a different part of the skeleton (the head) and shouldn't be affecting these parts (the legs). I made sure to set all IK constraints to 0 mix before trying to adjust bones, as I know that can sometimes affect compensation.

Just to be extra sure, I tested it after deleting all my constraints from the project altogether, and still had the same behaviour.

Maybe you can post or email the .spine file? contact@esotericsoftware.com We'll keep it private and don't need images.

6 днів пізніше

Hello 🙂

I am also experiencing the same problem in the latest beta version.
If I go back to the version before (4.0.75) everything is working as it should.

For me, it even happens in the Spineboy Pro sample. I just select the Head bone, turn on compensation, and then try to rotate it. This causes the hair bones to follow, which they should not and do not in the version before.
Video here:

Hope this helps you narrow it down :grinteeth:

Ah, I see it now. We have fixed it in 4.0.77-beta, which we'll release in a few minutes. Sorry for the trouble!

Awesome 😃

Thanks!