Legosky007

For some reason, bones attached to the left hand are not on the "0 rotation"
They are all already pinned to the texture. How can i rotate them back to 0 without unpinning each one from the meshes?
Screenshot_27.png


My main goal is to have a possibility to scale each bone horizontally, when needed. But right now its not possible
Untitled-1.jpg
添付ファイルを見るにはパーミッションが必要です
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Legosky007
  • 記事: 11

Erika

Hello Legosky007,

you can set the bones to the desired amount of rotation without influencing the images and bones bound or parented to them by using the compensate buttons:
Tools - Spine User Guide: Compensation

Moreover, if you moved a bone bound to a mesh, and the mesh distorts while in setup mode, you can press the Update Bindings button to bind the current bones position as the default position of the mesh.
Weights - Spine User Guide: Update bindings
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Erika

Erikari
  • 記事: 2555

Nate

Unlike the axes for translation, scale always uses the local axes. You'll need to rotate your bones so their world rotation is what you want.
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Nate

Nate
  • 記事: 9861


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