• EditorBugs
  • 4.3.09变换约束bug


当变化约束数值归零的时候,会直接闪回没有过渡。
另外个人感觉新版的变化约束很繁琐,需要一根根把线连上,当变化约束多的时候,会很不方便,或许应该默认就全部连上?
线与线之间的切换也很不方便,可以连一个线的时候另一个自动断掉之类的,可能会更方便?

  • Misaki відповіли на це.
    Related Discussions
    ...

    yugutou Thank you for trying 4.3.09-beta so quickly! It seems that the Mix animations are not working as you described. We will fix this issue as soon as possible.

    线与线之间的切换也很不方便,可以连一个线的时候另一个自动断掉之类的,可能会更方便?

    This is actually something we're discussing within the Spine team, so we appreciate your feedback!
    As you've probably noticed from trying it out, the current UI displays the sliders in the Mix section based on which transformations are connected. We designed it this way to keep the transform constraint properties as simple as possible. If all transforms were connected by default, a large number of mix sliders would immediately appear. To prevent this, we made it so that nothing is connected initially.

    That said, manually connecting everything can be a hassle if you want all transforms to be linked. It would be better to have an easy way to do this all at once, so we will discuss possible solutions.

    • yugutou відповіли на це.

      Misaki 我觉得肯定是以快捷方便为主,希望你们能有更好的解决方案吧。或者把这个操作面板当成一个可以供开关的选项呢?在保留旧版的同时,把新版的作为一个可选项。

      • Misaki відповіли на це.

        yugutou

        或者把这个操作面板当成一个可以供开关的选项呢?

        Hmmm, we will probably not take that approach. We often receive suggestions from users to provide an option to retain the previous version's behavior—not just for this transform constraint improvement, but for all kinds of improvements. However, we do not offer such options if we clearly believe the latest version is better.

        While keeping the previous behavior as an option may be convenient for users who are already familiar with it, it can be confusing for new users.

        We actually discussed whether to implement the transform constraint improvements as a separate new constraint. However, we ultimately decided to implement them as an enhancement to the existing transform constraint.
        When we added the physics constraint in 4.2-beta, we ended up adding several buttons and features that were not there when we first added it. We plan to be similarly flexible with our improvements, so we hope you will continue to test these changes.

        • yugutou відповіли на це.

          Misaki 感谢您的答复,能一直有新功能更新真的非常好,只要它是便捷的我相信用户肯定能接受!

          • Misaki вподобали це.

          The mix problem has been fixed in 4.3.10-beta! Thanks for letting us know.

          You don't need to drag each line, you can click one side of an empty connection to add a line straight across. It takes 6 clicks to affect all 6 properties. You should not connect properties unless you need them constrained, as it is more efficient.

          Do you really need all 6 properties very often? I think most often users will only need to constraint 1-3 properties.

          We could connect them all by default, but then you would need to disconnect the properties you don't want, which might take a couple more clicks if 1-3 properties is most common.

          • yugutou відповіли на це.

            Nate 感谢你们的更新,个人还是用不惯新版的变换约束,它确实比旧版的强大很多,但是相比旧版感觉确实要繁琐很多,特别是需要做大量转面的时候。不过我个人的体验并不具有参考性,我认为你们可以更多的倾听其他用户的反馈

            Nate
            这是个人的工作流程,在做人物转面的时候,会分成头,上半身,下半身三个转面这其中会用到大量的变换约束。
            在绑定这些大量的变换约束的时候,只需要进行三个步骤:
            1.绑定变换约束
            2.点击匹配数值,勾选链接滑块
            3.调整一个合适的数值
            就能完成一个骨骼的绑定。
            而如果使用新版的变换约束,虽然我不确定是否会用到每个数值,但是光连那么多线,就已经让人感觉很繁琐了。
            以上只是个人的制作流程,还是希望新版变换越在变强的同时,保持简洁易用。

            Thanks for showing your workflow!

            It looks like you only need translate X and Y, so that would add 2 clicks to connect those lines. I don't see a way around this, as we can't know that you want translation.

            Another approach could be to duplicate an existing constraint, then change the bones, but this probably doesn't save any clicks.

            We'll give it some thought, but the extra work of connecting the properties is probably unavoidable.

            • yugutou відповіли на це.

              Nate 好的,感谢你们!