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Check out the new features so far in our latest blog post:
https://esotericsoftware.com/blog/The-4.3-beta-is-now-available
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Check out the new features so far in our latest blog post:
https://esotericsoftware.com/blog/The-4.3-beta-is-now-available
Зображення видалено через відсутність підтримки HTTPS. | Показати в будь-якому випадку
O M G !
Does this mean we no longer need to use "limiter bones" to adjust rotation of another bone using transform constraints (like in the case of character aiming using IK in a game)?
I want to mess around with this but I don't have time right this instant.
its amazing now we can create controller ![
!
Daverwob The term 'limiter bones' is not one that we have defined, so I am not sure if I fully understand what you mean by it. However, while it used to be quite tricky to impose restrictions on the range of bone transformations (especially for those that cannot be controlled by IK, such as rotation), there is no doubt that the 4.3-beta has made it much easier to set up. The beta phase is expected to continue for a while, so we would appreciate it if you could try it out whenever it's convenient for you!
Misaki thanks Misaki, very exciting update.
In this GIF you can see the aiming IK being moved, and there are 2 green "limiter" bones pointing to the player aiming IK.
The main yellow "weapon" bones have their own transform constraint targeting the green limiter bones, but with a percentage of the green bone rotation being applied to the yellow bone rotation.
Ideally one would point the main yellow bones straight to the player aiming IK, but it's tricky as the aiming IK doesn't actually rotate itself, just move X and Y.
Using the new transform constraints is there a way to skip the green bone altogether? It would be nice as it adds an extra step to the rig.
Apologies if this is not the place to discuss in detail.
Daverwob Hmmm, maybe it won't work perfectly in your case because even the new transform constraint doesn't allow you to control a transform from two different transforms like TranslateX and TranslateY, but you can set it up like this:
In this example, the rotation of two bones (Weapon_R
/Weapon_L
) is constrained by the Translate X
of the source bone (Target
). The constrained bones have the Clamp
option enabled and the rotation angle is constrained from 0
to 90
degrees. The referenced Translate X
is between 0
and 600
, so the rotation will only change if the source bone is somewhere between Translate X:0 and 600.
The reason I said it might not work perfectly in your case is that this rig does not respond to changes in Translate Y. I tried to create another transform constraint and constrain it to Translate Y as well, but it was difficult to make the Weapon_L/R
bones always point toward the source bone, so it might be a good idea to create IK constraints and constrain the IK target bones to move within a certain range with a transform constraint.
Thank you for the detailed help!
I cannot properly launch 4.3 on Windows 11 Home 23H2. Happily I have launch window on begginig so I can easily go back to ealier version of Spine
I can click only on News there.