Thanks Shiu for the tip and info, my wolf is more happy since can be better animated now >
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Thanks Shiu for the tip and info, my wolf is more happy since can be better animated now >
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Cool, I see you are doing something a bit like a standard footroll setup. We'll make it possible to only use a single bone that is constrained and then you can disable rotation inheritance on the toe bone which will then give really nice control over the foot
When can i see the t-rax example? not the example boy.
You can find the raptor project here http://esotericsoftware.com/files/proje ... rn_WIP.zip
Please keep in mind that this project is not yet complete and is a bit messy. It won't be completely finished and included with the launcher before IK Constraints are final.
Shiu написав... before IK Constraints are final.
ETA on final IK Constraints? Please please, a hint at least :heart:
3-6 weeks maybe.
Hi! When IK pinning will appear in the Unity runtimes?
Nate is currently on vacation, when he is back IK Pinning will need to be polished a bit and then he will start working on the runtimes. Can't give you an exact date for when IK Pinning will be available in the runtimes yet I'm afraid, but I would expect it to be somewhere between 3-5 weeks.
Hi. I'm new to Spine and loving it so far! I just need some clarification though.
Until IK is supported in the runtimes, when animating my character if I use FK and key those specific frames, I shouldn't have any issues with exporting all the animation data?
If I do use IK however, is keying those frames all I need to do in order to do the same?
Or is this just an issue with IK Pinning?
The runtimes still don't support IK Pinning at runtime so you would need to set FK keys before export. Unfortunately there is a bug with IK Constraints currently so you can't easily set FK keys based on IK positions. This will be fixed when Nate is back from vacation this week.
Thanks very much for the prompt reply. This is frustrating but I appreciate the assistance. I look forward to the fix.
I think this feature is what I've been wanting for the game we are making. I wanted to ask if the IK runtime will solve the problem I have...
I have a human character with an upper and lower arm which is holding a gun. When the player moves the joystick, the characters gun should point the direction the joystick is pushed. The difficulty has been in adjusting the characters upper and lower arm bones correctly as the gun points towards the joystick direction. (Because it can be aimed 360 degrees, so i've been trying to animate this with code...)
Do you think that the IK in runtime would allow a good solution for this problem?
It can certainly make it easier since you can then just move the IK Constraint at runtime. We're making some pretty big changes to IK at the moment so we haven't been able to work at the runtimes yet for IK.
Awesome, just wanted to make sure that it does what I'm thinking it does. That would make life so easy to be able to have the arms just follow that IK Constraint. Best of luck, looking forward to when its in the runtimes, thanks!
IK constraints are completely revamped in 1.9.03. Existing projects will load as they should. No runtime IK yet, but it's coming. We've written some documentation on how to use IK:
http://esotericsoftware.com/spine-using-ik
Hi Shiu,
Shiu написавUnfortunately there is a bug with IK Constraints currently so you can't easily set FK keys based on IK positions. This will be fixed when Nate is back from vacation this week.
Can you explain me how I can set FK keys based on IK postitions?
Thanks
tmz написавHi Shiu,
Shiu написавUnfortunately there is a bug with IK Constraints currently so you can't easily set FK keys based on IK positions. This will be fixed when Nate is back from vacation this week.
Can you explain me how I can set FK keys based on IK postitions?
Thanks
If you click the dot next to the constraint node (so it's hidden) in the tree you will be able to modify FK tranforms without having to set your mix value to 0 first, you can then move your FK bone to the position of your IK bone and key it. We've created a guide for using IK here http://esotericsoftware.com/spine-using-ik
Shiu, thanks for the very fast reply and your help.
I have to admit I hadn't noticed this trick when I first read the guide.
However, I was searching for something more automated. For example, setting FK keys based on IK postions for all the FK bones that belong to IK chains, for all character's animations (baking?). So, is there any way to achive that?
We'll probably make it so if you key the location of an IK bone it will create an FK key, don't know when Nate can get around to it though.
Ok, thanks a lot.