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  • 希望增加骨骼限位功能

非常兴奋的看到了之前期待的变换约束功能,在4.3改进了!我毫不犹豫的玩了起来。
期间又发现了一些小建议,希望在往后的版本带来改进。
当使用变换约束制作旋钮或者滑块的时候,被控制端提供了数值限位功能,这非常人性化,但控制端目前似乎仍能够自由活动。这会出现一些小问题,例如当我把旋钮旋转值超过限位很多圈之后,在不手动输入数值的情况下,需要回转同样的圈数才能回到有效值。或者类似制作面部控制器的时候,控制端作为滑块使用,在不做约束的情况下,控制骨们会变得稍显零乱。



需求:希望变换约束内提供一个选项,能让控制骨限定在数值区域内。或者单独提供一种功能,可以使骨骼的各项变换参数限定在设定值内。

另外,如果能通过变换约束,映射spine内的其他属性,例如骨骼移动控制ik权重、重力大小等,这样或许可以实现更复杂更有趣的效果。

还有一个强迫症的小问题,就是时间轴在以6帧显示时,每一格的显示似乎错位了

这些就是我在使用4.3beta时遇到的几个问题,感谢~

  • Misaki님이 이에 답장했습니다.
  • imro 님이 이 게시물을 좋아합니다..
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    YYAYY Thank you very much for your detailed feedback, which clearly explains the use cases.
    Currently, we are prioritizing bug fixes and runtime updates for the release of a stable version of 4.3-beta with the current functionality, but we will certainly consider the points you raised for future improvements.

    I would like to confirm your opinion specifically regarding the frame markers on the timeline.

    It’s understandable that the current display may feel slightly off, as there appears to be a subtle misalignment. However, I believe there are two possible directions for improvement:

    When numbers are displayed every 6 frames, do you think it would be better to show 3 intermediate lines instead of 4, so that the timeline bar and the grid lines align every 2 frames?
    Or would it be preferable to display 5 intermediate lines, so that the timeline bar and the lines align every single frame?

    When numbers are displayed every 5 frames, having 4 intermediate lines results in a consistent alignment every 1 frame.
    Similarly, when numbers are displayed every 10 frames, 4 intermediate lines allow for alignment every 2 frames.

    Since the 6-frame interval falls between these two patterns, adjusting the number of intermediate lines—whether increasing or decreasing—results in different behavior compared to the 5-frame and 10-frame cases, which may make the logic a bit more complex.

    Your feedback would be greatly appreciated.

    • YYAYY님이 이에 답장했습니다.

      Misaki 感谢misaki的用心回复,期待看到未来更强大的spine!

      关于时间轴的问题,这也让我纠结了很久。在以6帧为显示时,我原本更倾向使用类似5帧的逻辑(逐帧显示)

      ,因为他们更接近,而且按我自己以往的制作习惯,不自觉的会去找5的倍数K关键帧。但是如果以10帧的方式显示(间隔显示)

      ,画面会更加清爽。所以,如果以目前的逻辑,不进行大调整的话,间隔显示或许是更合适的选择。

      写到这里,又引申出了新的问题。如果使用者的习惯不同(习惯以5、10、15、20的倍数制作,或者习惯6、12、18、30)在两种单位间隔的切换中似乎容易产生混乱。如果之后的规划允许,能否在“设置”里添加一个“”单位切换“”的选项,使时间轴伸缩的过程中,始终保持以5倍或者6倍为单独的转换单位。

      • Misaki님이 이에 답장했습니다.

        YYAYY Sorry for the late reply! After consulting with the Spine team, we have decided that it would be better to gather more opinions on this matter before making a decision. For now, we will continue to prioritize the release of the stable version, but if there are many comments, we will reconsider.
        Thank you again for your feedback!

        • YYAYY 님이 이 게시물을 좋아합니다..