warmanw

Hi there recently I've got some free time wanted to use it wisely.

So was experimenting with new ways of animating flag.

Let me know if any questions.


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warmanw

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Søren

very cool! I think I'll try out this workflow myself.

Thanks for sharing!
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Søren

Shiu
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Nate

This is a really clever setup! The end effect is great, and I like that there are even additional improvements as you mentioned at the end. Thanks for taking the time to share it!

BTW, the Slot Color view (alt + C) can be a lot easier for choosing colors. Saves you two clicks: one to open the dialog, and one to hit OK.

Another tip, you can type + and then a number into the translate, rotation, etc text boxes, then hit enter and it'll add that much to whatever the original value was. To subtract you still need to start with +, but then put a negative number, like +-123. You can also start with * or / for multiply and divide. However, I believe it only works when selecting a single bone. We should improve that!

Instead of moving each bone, it may be easier to use scale. Select all the bones, then set the scale X to eg 0.8. Since the bones are nested in the bone hierarchy, the first bone will be 80%, the second bone will be 80% multiplied by it's own scale of 80%, etc. So you get increasingly smaller bones:
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Nate

Nate
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warmanw

Thanks for detailed feedback. I love learning any tricks in spine
Nate wrote:BTW, the Slot Color view (alt + C) can be a lot easier for choosing colors. Saves you two clicks: one to open the dialog, and one to hit OK.
Forgot about this view will start using.
.
Nate wrote:Another tip, you can type + and then a number into the translate, rotation, etc text boxes, then hit enter and it'll add that much to whatever the original value was.
well this is fantastic :D never would think spine has feature like this :D thanks for showing I love shortcuts
.
Nate wrote:Instead of moving each bone, it may be easier to use scale. Select all the bones, then set the scale X to eg 0.8. Since the bones are nested in the bone hierarchy, the first bone will be 80%, the second bone will be 80% multiplied by it's own scale of 80%,
but scaling would affect mesh size, while I just need bones to sometimes even overlap.
if you mean just use scale no translation(while I used both) that would not give that effect.
in my example translation and scale timelines are using different tempo. I could not achieve that using same amount of bones and just scale timeline. or Could I?
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warmanw

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Sinisa

Very cool tutorial! Flags are always fun to animate, and you got a cool 3D feel to it. I followed your tutorial and did my own version and had a lot of fun doing it :)
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Sinisa

Sinisa
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mfedorov

Nice tut bro! I think we need tutorials section on forum.
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mfedorov
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Erika

Alright I've moved this post and several others in the tutorials section to be easily retrieved! If you happen to find more comment under them and I'll move them :>
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Erika

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mumu

Nate wrote:This is a really clever setup! The end effect is great, and I like that there are even additional improvements as you mentioned at the end. Thanks for taking the time to share it!

BTW, the Slot Color view (alt + C) can be a lot easier for choosing colors. Saves you two clicks: one to open the dialog, and one to hit OK.

Another tip, you can type + and then a number into the translate, rotation, etc text boxes, then hit enter and it'll add that much to whatever the original value was. To subtract you still need to start with +, but then put a negative number, like +-123. You can also start with * or / for multiply and divide. However, I believe it only works when selecting a single bone. We should improve that!

Instead of moving each bone, it may be easier to use scale. Select all the bones, then set the scale X to eg 0.8. Since the bones are nested in the bone hierarchy, the first bone will be 80%, the second bone will be 80% multiplied by it's own scale of 80%, etc. So you get increasingly smaller bones:
-5f0ee83436adde07.jpg

fantastic!
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mumu
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