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Suppose Mesh is already manually animated in animation layers but I want to Bind that mesh with some new bones also I don't want to loose Anim that is already done!
Is there is way way to do that ?

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Yes, you can bind a mesh to new bones without losing the existing animation. When you bind new bones to a mesh, the auto weighting is performed initially, but you can manually adjust the weights to ensure the animation remains intact. To do this, follow these steps:

  1. Select the mesh you want to bind to new bones.
  2. Use the "Weights" tool and select "Bind" to choose the new bones you want to bind to the mesh.
  3. After binding, manually adjust the weights of the vertices to ensure the animation looks correct. You can do this by selecting individual vertices and adjusting their weights in the weights view.

Additionally, you can use the "Update bindings" function in the weights panel to set the current pose as the new setup pose for the mesh. This helps in maintaining the animation integrity when you adjust the weights.

For more detailed guidance, you can refer to the Spine Weights User Guide.

Thank you very much for replying..

A one more query, Suppose there are 10 skins in a file and there mesh's are not linked with each other and there are plenty of animations that are already done in file, but now I want to link mesh for skin 1 and skin 2,
and I don't that old animation got interrupt just they can link because new Anims I want exactly same on both skin it will reduce my time to make it.

Example :
I am giving a example below through powerup-pro in bounce anim you can see 01 and 02 skin having different anim and mesh is not linked but in idle anim I want to link the mesh so
it will animate automatically because I want exact same anim so Is there any way to link the mesh for idle and bounce will not change ?

  • Misaki님이 이에 답장했습니다.

    Shubh At first I thought it would be better to duplicate the mesh attachment with mesh deformation animation and change the image path of the duplicated attachment, but is your request that some animations should be like a linked mesh but some animations should not be linked? If that is the case, I think it might be a good idea to make it linked meshes, but add a transformation constraint in one of the skins to separate when one of the mesh attachments follows the movement and when it does not. It looks like this:

    Only when the animation is idle, the Translate X and Y mixes of the transform constraint in Skin 02 are set to 100 so that the token bone does not move.

    Here you can download the Spine project shown in the video above:

    powerup-pro.spine
    9kB
    • 수정됨

    Thanks Misaki for Detail explanation it's very clear with your example.

    Just want to ask you one more thing, animate bone is the only possible way for this thing right ? so we can manage that bone through Constrain, but we can't manage with the meshes if they are linked!

    Thank you very much 🙂

    • Misaki님이 이에 답장했습니다.

      Shubh Glad to hear that my explanation was clear!

      Just want to ask you one more thing, animate bone is the only possible way for this thing right ? so we can manage that bone through Constrain, but we can't manage with the meshes if they are linked!

      It is possible to uncheck Inherit Timelines so that the deformation timeline of one linked mesh does not affect other linked meshes:

      However, this cannot be changed for a specific animation, so if you want them to behave the same way in many animations but differently in some, I think it is easier to use bones and constraints.
      Also, as explained in the following section of the Spine User Guide, generally weights should be preferred and deform keys used only sparingly: https://esotericsoftware.com/spine-keys#Deform-keys

      • Shubh 님이 이 게시물을 좋아합니다..