Jakten

  • 30 вер 2020 р.
  • Приєднався 1 лют 2018 р.

    Hmm yeah I was wondering if it is possible to have an image oriented the opposite way and just flip a mesh to match or something. Since the image is being lit with normals in unity if it is oriented the same in spine but flipped then it automatically flips how it is lit because it is essentially lighting the sprite map and not the whole object. Basically when we export the atlas everything has to be oriented exactly as they were drawn so no rotations or anything. Hopefully that makes sense.

    I imagine it should be doable by editing a json but it would probably take as much time as just remeshing it. I was just hoping there was a slightly faster way.

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    So basically I have a forward facing rig which has 2 arms. I've rigged one arm and have given it a nice 3D effect but it was time consuming so I'd like to find a way to flip it and reuse the mesh/rig for the opposite arm as well.

    The obvious answer would be to duplicate it and just flip it and import the new arm image into the mesh but the hard part is that I need the actual image for the opposite arm to still be drawn in the proper direction for lighting reasons (so it cannot be flipped in anyway or have any sort of negative scaling or the light will also be flipped).

    So yeah, is there any trick to flip a mesh or image inside the mesh or flip a rig and negate the negative scaling or something? I also thought that maybe I could do it by exporting and editing a JSON and reimporting it but I'm not %100 on what I would have to edit.

    Any ideas?

    I've been using the program for about 2 months and haven't run into this problem before but just encountered it. Usually when trying to save as a new file the file browser window pops up and everything works fine (though scary as the spine window minimizes) but this time it opened up and looked slightly different (smaller and more... basic I guess? Looks more like safe-mode windows with no anti-aliasing on the text etc.) I can see the text cursor blinking for me to type a new file name so it doesn't seem to be frozen, but nothing is interact-able and I can't cancel out either. Has anyone run into this problem before? I'd like to be able to not lose an hour of work if possible considering it was extremely tedious weight painting.

    Thanks!

    Edit: I figured out how to get out of the window. Ctrl-alt-del and ending the save window task. Unfortunately it still happens every time I save-as making it so I can't save as a new file anymore. This sucks because I usually save a back up every time I save.

    Basically what the title says, every time I use IK constraints and re-order something unrelated in the tree the constraints break. So for instance if I am setting up bones for legs with IK and then hop up to the head to add a bone for hair or something completely removed from the IK and I accidentally put that bone under the root by accident. If I drag that bone to the head bone every IK in the file breaks. Same if I drag a slot or attachment. This essentially kills all the bones in the entire file; undoing will hollow the bone showing that the IK is re-instated but the IK handle will have no influence over the bone. Rebinding the IK to that bone does the same thing. It looks bound, shows that it should have %100 influence in the toolbar but has no effect when moving it. I have to recreate those bones from scratch. Is there a way to prevent this?

    Note: This only happens on my computer, if I send my project file to other team members it doesn't happen.

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    Ahh, I figured it out and now I feel silly haha.

    I just manually set the IKs again and then imported the animation, the new targets put the leg position slightly off a bit but it was an easy fix and everything worked fine after.

    thanks a ton!

    Hey! Thanks for the reply! Unfortunately I can't really share the file but I'll try and explain it better.

    So I imported the old file with working IK animations and had both skeletons in the same file with mostly the same bones and animations. I can drag the animation state and bones/images from one file to the other and every thing transfers and works, but you can't bring over the IK constraints, only the targets for controling the IK transfer over.

    So for instance I can drag the red IK targets on the left to the new file but the IK connection icon on the right doesn't transfer with it:

    I guess I'm mostly just wondering if there is a way to transfer the IK constraints from one file to the other (either through importing a skeleton or another way) if all the bones and everything are the same. You can't seem to drag them and they don't come over when you drag bones with IK connections on them:

    Hopefully that makes more sense

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    So I've been working on a character with a set of animations but at some point in a past save file the IK disconnected from the bones from a couple of the animations and I hadn't noticed and I've done a considerable amount of work since then. I figured the easiest way to fix things would be to import the skeleton from an old animation that does work and drag the specific files/anim states over. This works great except it disconnects the IK handles on the way leaving me in the same spot I was in initially. I tried an old skeleton merging tool I found but it seems to be too out of date to work.

    Is it possible to somehow make sure the IK constraints remain intact while moving the bones?