warmanw

  • 6日前
  • 2013年3月7日に参加

    blgjdg I’m sorry if my replies offended you — that was never my intention. I genuinely believed the solutions I suggested fit your request.
    For example here is a reproduction of what you have shown in the video using weights:

    And here are the mesh tools used to manipulate multiple meshes at the same time:

    A small consideration: usually, using many vertices with a direct deformation like this isn't great for performance, if you intend to use a runtime output. However, this is fine to use for videos, gifs, image sequences and non interactive outputs.

    I appreciate your feedback and would be happy to clarify or assist further if needed.

    • 編集済み

    Sorry about that! 🫣 Fixed in 4.2.17, available now.

    This little hiccup aside, we've done some great fixes recently to reduce memory usage. A large project can use 75% or less of the memory it used to.

    • warmanw が「いいね」しました。

    You can resize and move views (tree, dopesheet, graph, etc) around. Drag view edges to resize. Drag view tabs to move. You can drop views on top of another view to create tabs. You can't yet detach a view as a separate window, though you can resize the Spine window to cover multiple monitors.

    Page up/down cycles through your selection history, reducing the need to re-select the same items. Selection groups can make your most common selections faster.

    The does tend to require a lot of scrolling. I recommend arranging your tree so it's the full height of your monitor. The tree filter can help to reduce scrolling somewhat. For example, if you need a bone, hide everything that is not bones. You can also press enter, then type to jump to an item by name. Enter again to jump to the next match.

    Generally it's better if you can avoid hunting through the tree to select an item. If you need a bone, you can often find it faster in the viewport. If you need a slot or attachment, sometimes it's faster to click am item in the viewport so that the tree scrolls near the item you actually want. The skins and animations views can spare you from hunting in the tree for those items. We plan to add a view for constraints and possibly show constraints in the tree under all the items they affect.

    • hobziiii がこの投稿に返信しました。
    • warmanw が「いいね」しました。

      warmanw's rig is very cool! That may be the best answer for reproducing a shape with a squashed bottom part with an easy way.

      • warmanw が「いいね」しました。
    • スレッド:Key filter widget

      We're happy to announce native Apple Silicon support for Spine! Learn more in our blog post.

      • warmanw が「いいね」しました。
    • スレッド:2D Animator

      warmanw Oops, we've fixed it now!

      • warmanw が「いいね」しました。
      • 編集済み

      If you find a bug in Spine please follow the steps below so we can quickly fix the problem.

      Find your spine.log file at the location below and attach it to your post. The log file is overwritten each time you run Spine, so you should grab the log file immediately after a crash.

      Log file location
      Windows: %UserProfile%\Spine\spine.log
      Mac: <user home folder>/Library/Application Support/Spine/spine.log
      Linux: <user home folder>/.spine/spine.log

      Try to reproduce the error and provide detailed steps, this makes it much easier for us to fix things.

      Example reproduction steps

      1. Open the spineboy example project
      2. Go to Animate mode
      3. Step 3
      4. Step 4
      5. Go to Setup mode
      6. Step 6 - Crashes <provide log file>

      Thank you!