• Editor
  • pinning a bone location while editing an animation

Is there a way to pin the location of a bone while editing? Like if you are creating a typical walk cycle, you want to add a keyframe but you want the foot bone in contact with the ground to not move. Currently i have been eyeballing this. Like I will construct my new animation frame and then translate the root of the skeleton so that the foot in contact with the ground looks like it is in the same position, but I would like it to be exact.

I understand this has to do with IK but not clear on if there is a way of using IK just in the Spine editor without altering the output JSON. (I use custom code to parse and render Spine JSON in a custom game framework and only support the features I need).

Actually even if there was just a way to say, "translate the whole skeleton so that this bone X is at position Y" where X is not necessarily the root bone, that would be good enough.

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IK is the way to do it. You can manipulate bones in the editor using IK by using the Pose tool and selecting 2+ bones, but it won't help you keep bones in place during the animation.

You could use IK, then when you are done with the animation, go through frame-by-frame and key the IK bone rotations, then delete the IK constraint. This is called "baking". However, keying every frame may not be enough, you may need to key between frames if your bones are jiggling. This is because you are fighting against the FK movement. An IK constraint is really the answer. If you use the Spine Runtimes you get it and all other features for free, you just need to implement rendering on top of our runtime.