您好,目前Spine發布了4.2的BETA令人非常興奮
想詢問物理運算是否可以將播放時的運算錄製成KEY? 謝謝

Related Discussions
...

No, currently there is no "baking" of physics movement into keys. We may provide a way to do that in the future.

I'm not a big fan of baking because it loses many of the best parts of the physics. Movement is no longer dynamic. Baking usually requires many keys and the tools needed to reduce the number of keys or manipulate many keys are complex.

FWIW, Spine's physics constraint is efficient, so doesn't need baking for performance reasons.

    Nate
    你說的很對 但我還是希望有烘焙的功能
    Spine物理運算效率很高但我需要在有限時間內保證動畫循環.

    目前的物理運算需要重複2 3次才能達到循環 因此非常需要烘焙的功能
    這可以縮短製作工時 以我的專案來說,烘焙能讓我專心製作角色動態
    而不必對於多又雜的毛髮骨骼 進行機械般的動畫設置
    僅需將骨骼統一設置物理運算 烘焙後再調整首尾keys即可

    Nate
    有其他更好的方式能達到烘焙的效果那是最好的
    烘焙只是方便 但我也不喜歡大量的Keys 哈哈哈

    Looping is at odds with the great dynamic movement from physics. I agree baking would be useful for looping physics. The easiest way for us to do it would be like we do for IK, where you can manually key the constraint position. I wonder if that is sufficient for your use case, or if you really need a key every X frames?

    If you really only need to change the pose at or near the loop position, you may be able to just add keys to adjust what physics gives you.

    I think it would be nice to have the ability to bake keys like Spring Magic scripts on 3D MAX.
    How about baking the key in units of frames that you specify.
    EX) When expressing 300 frames of loop animation, bake the key in units of 5 frames
    Although physics are efficient in performance and do not need a key, I think animators should be able to adjust the key as they want.
    The opinions I wrote using the translator may not be smooth. Thank you.

    • Responderam a isso Nate.

      你好,4.2版本的物理运算功能真是让人惊喜,但是我们制作的手机游戏需要较多角色同时显示,使用物理运算性能是否会对手机平台是个巨大的挑战?如果性能手机难以负担,我希望能推出烘培功能,使得物理运算的结果能在手机平台上运行。

      A physics constraint has around the same performance impact as other constraints. Time will tell, but I doubt it will be a bottleneck. Turning physics movement into keys will require many keys or it will look really bad. A key every 5 frames won't look good. Having many keys has its own performance impact. I don't think baking is a good solution for performance in this particular case.

      dodos Although physics are efficient in performance and do not need a key, I think animators should be able to adjust the key as they want.

      Note that if physics doesn't give the movement you want, you can key the bones to affect how physics behaves. It may not be easy to achieve looping this way, but it's helpful in many other scenarios.

      dodos The opinions I wrote using the translator may not be smooth. Thank you.

      Not a problem! You don't have to use English, you can post in any language you like. The forum has a translate button now, so others can translate into their language very easily.