• Editor
  • 对于日常使用中的一点建议

1.spine各个界面可不可以做成像AE那样的浮动窗口,需要打开的界面非常多,用双屏的话各个窗口都是吸附在一起,不是很方便。
2.创建新骨骼的时候,可不可以增加一种新的方式,可以使用工具画一个曲线,然后根据这个曲线去生成骨骼,可调整分段和百分比。这样会大大提升骨骼绑定的效率..

  • Misaki님이 이에 답장했습니다.
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    MachineDolll Regarding 1, we have received many requests from users, and there is an issue ticket for this improvement in our roadmap. However, as mentioned in the ticket, it is difficult to enable normal operation of Spine operations (such as drag-and-drop) while floating the window, so unfortunately, this will be difficult to implement in the short term.
    EsotericSoftware/spine-editor266

    Regarding 2, unfortunately, the operation cannot be performed as is, but bone splitting has become much more convenient in 4.3-beta, so it is now much easier to adjust the number of segments and percentages.
    I think the idea of creating curves first and then creating bones is interesting, but I'm not sure if it really makes that much of a difference in speed compared to the current method of dividing the bones first and then changing the angles later. If you haven't tried 4.3-beta yet, please give it a try.

    4.3版本发布的时候有尝试过各个新功能,特别变换约束,非常强大。骨骼拆分功能也有升级在实际工作中,会遇到非常多的头发或者飘带类的骨骼绑定,大多数的是曲线的而非直线的,当前拆分骨骼的方法,不太好估算出总体骨骼的长度。所以是有一些难度的。

    • Misaki님이 이에 답장했습니다.

      MachineDolll Just to be sure, when you place the mouse cursor at the tip of a bone and press the Alt key (Option key on Mac) while dragging, you can change the length of the bone and move its child bones at the same time. When multiple bones are selected, you can change their lengths simultaneously, so even if the estimated size is slightly off, you can adjust it quickly and easily.

      To clarify, I have attached a video demonstrating the expected workflow for creating curved bones:

      I still find the idea of drawing a path to create bones interesting, but I'm still not sure if it's really faster.
      If the goal is to eventually use path constraints to bind bones to paths, and if the feature automatically creates bones that match the length of the path when the path is created, that would be convenient, I think.

      However, I'm not sure if drawing the path first in the usual bone creation process is really that good. Especially, I'm not confident that there would be a significant time difference between adjusting the angle of the path's knot handles to create a beautiful curve and rotating or resizing the bones to create the curve.

      Additionally, even if you draw the path when creating the bones initially, if you later decide that you should have divided the bones more finely, you might end up adopting the workflow shown in the video above.

      If you have any further thoughts or suggestions, I would appreciate hearing them.

      非常感谢你的演示,这个视频基本上满足了我的想法。区别可能在于我需要多一个画曲线的步骤,不需要后面细微的调整。视频演示的不需要画曲线,后面需要调整一下。效率上大概没什么区别。再次感谢演示。

      • Misaki 님이 이 게시물을 좋아합니다..