In other words, a parent-child relationship that will create a skeleton. Spine may implement different skinning math in the future.The bones that have been created need a Hierarchy. Spine uses linear blend skinning which tends to lose volume at extreme bends. It deforms fine until you do an extreme bend. :) `Auto Weights` gives you a reasonable starting place for binding bones to the mesh. Creating hundreds of points may be what you want, eg if not making a mobile game. You can use `Generate` to quickly create a mesh. Probably you guys already know this, but I'll throw out this short video anyway:Īwesome that `Auto Weights` decided to freak out and assign one wrong vertex weight. Second, it seems to be using a more sophisticated skinning, maybe quaternion. ![]() How many vertices it has is anyone's guess, but I'd say it has many. First, it generates a mesh under the covers. I'll look at making it faster though, it doesn't need to show the dialog for a single bone.Īnime Studio is doing two things. It doesn't take long on a single bone for me, about 2 seconds, mostly just to show the dialog. ![]() You can use it on a mesh bound to many bones and it should do a decent job. It takes so long because it's generating a high density mesh and apply a sophisticated algorithm to determine intelligent weights. `Auto Weights` happening automatically and taking a long time are separate from what the OP is talking about. I dont have problems with adjusting mesh on every frame because i know how much weights i need on limbs and how much elsewhere so i do this during setup before animating, i think you just dont have workflow figured out yet.When you work on something a lot of times then you dont have to look how it will deform because you know where to create verts and how much weight bone will use. I dont think it takes more time than other software but automatic weights is painful right now. This takes a ton of time.Ī system like the joint bone tool in the video above would really help improve animation workflow. Then you have to alter the mesh every frame of animation to make the deformations smooth and consistent. You have to add numerous vertices to the mesh. Auto weighting does not automatically mean that you can start deforming images like in the video. My issue is with the workflow of the system in place. I never said that Spine could not bend arms and legs with one image. I want to bind one bone instantly and then bind another one instantly ( because you can already do that instantly in spine if you have at least 1 bone attached to mesh) so i could avoid automatic weights calculations completely.Sometimes i bind just one bone because i know that automatic weights will be not how i want anyway and i would like to just setup weights manuyally, add multiple bones, no calculations at all and ill do the rest myself. Is there any point in binding one bone to a mesh, this does the same as parenting it Yes, spriter does it very well but its deformation isnt finished, in spine you need A LOT of verts to create snake or tail that bends without forming hard curvers like on Z instead of smooth curves like in S. Please change default behaviour in adding weights and if we have only one bone bind to mesh then never ever calculate weights, just attach everything from mesh to this one bone, it will save people a ton of time.Because of this creating rigs takes forever and its quite irritating havin to wait to attach one bone to simplest mesh, while i can attach second bone later without having to wait at all like with binding first bone so there is clearly some bug somewhere, if i can attach next bones with 0 wait and then manually adjust their weight, thats how it should be, i would like to turn auto off completely and use it only sometimes with more complicated meshes but looks like i cant disable auto, button is greyed out. ![]() Why does it take so long to auto calculate weights on very simple default mesh with 4 points ? Its really strange and its wasting a lot of time, i have to wait until it calculates attaching one bone to such simple mesh, is there any other way to manually attach entire mesh to one bone without calculations ? Auto subdivision would be good to have in spine, because you need A LOT of vertices to deform smoothly and moving them manually is really painful later to fix some gaps.Of course after autosubdivision i would NOT want to move these added vertices, only the ones i created with subdivision, they should be there but unable to modify because there would be a lot of them, they should just follow other verts i created myself before subdivision.
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