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Use multiple skeletons for key-frame poses?
I am working on an animation for a character, but this character requires two key frame poses. I was wondering if working on 2 skeletons in this case is a good idea for organizational purposes, because these two key frames need their own bones.
If there's a drawback to using two skeletons in one animation, then I would really want an option to hide all child bones when their parent bone is hidden, because I need quite a lot of bones for each of this character's key frame. And there are some child bones I prefer to be permanently hidden.
For reference, if this affects anything, it's a character I am planning to implement in a Gamemaker Studio 2 game.
Hello skarasuko! Is it possible to see the two keyframes?
As a rule of thumb, I try to recommend to always try to reuse the same bones for even very different poses that feature the same parts from different angles, because it tends to pay off in the long run. Unless you're showing some brand new hidden part that has no parts in common with the other pose, reusing the bones allows you to avoid jittering when switching from one set of bones to another.
Here's a video that shows how to fit different directions reusing all the bones of the same skeleton:
Twitch: Rigging an 8-direction character for animation in Spine Pt.3 - YouTube
Weights - Spine User Guide: Update bindings
Here's a video where I use Update bindings to match the same bones to a different angled image:
Twitch: Last stream of the year! Update bindings on frame animations - YouTube
You can hide a bone and all of its children and attachments by right-cliking on its visibility dot.
Hello, Erikari. I unfortunately cannot show the 2 keyframes for internal reason. But basically the character will jump (keyframe 1) and fall down (keyframe 2). There are many differences with the angles of the character body parts. *I do see your point in reusing bones, though I tend to be afraid to update bindings and prefer to preserve the image's original position due to some deformation issues with the mesh. Although, I may have simply forgot there was a "Reset" button for that.
Right clicking a bone doesn't work as I wanted, because it toggles the already hidden child bones to visible.
I would suggest selecting all the bones/attachments you need to hide/unhide, then pressing Ctrl+1 to 9 to save the selection. To recall the selection and to hide or unhide it you can then press the corresponding numeric key, and then H
, to toggle hide
Thanks for the suggestion, Shiu. It's definitely helping me out in complicated animations.
However, is there any easier method for frame by frame animations? There are some small issues I face with keying attachments, such as weights being deselected from an attachment as its visibility is keyed off as I play the animation. And a somewhat difficult managing of attachment keys in the timeline.