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Right now, I'm in the process of creating a character in different frames of rotation and binding everything to one set of bones. From what I understand so far, I have to create an animation containing different bone positions per frame in Animate Mode. Would it be possible in the future to be able to save different profiles of all the Slot image visibility, Bone positions, and Constraints in Setup mode? It could make the actual setup of Binding, Weighting, and Updating the images to the bones more focused in Setup mode while minimizing switching between Setup and Animate mode, especially for multi-frame skeletons.

Personally, I use an animation for this where I store the whole turnaround, so that all the keys being activated or deactivated, constraints settings, bones position, etc. get saved there. It has been efficient and very easy to use in production so far, so I'd recommend you to try it.

Here's a relevant tip:
Spine: Tips: 54 poses collection

Another useful correlated tip you might need:
Spine: Tips: 55 key dopesheet

Downloadable examples and streams here:
Spine: Twitch

Stream projects that include a turnaround:

  • Cat with boots
  • Rigging an 8-direction character
  • Rigging Helmet
    Helmet is the most recent one and shows an updated workflow that should make things a bit easier when rigging poses that are different than the setup pose.
    Download the files from the latest stream to get the last version 😃 otherwise you'll get intermediate phases.

Simple update bindings/mesh binding in animate mode tutorial:
Blog: Mesh binding tutorial

Complex update bindings/mesh binding in animate mode tutorial for full rotation of objects:
Blog: Rotating diamond tutorial

Regarding specifically your question, this workflow has been the object of several discussions, I think the state we've reached is finally a good and reasonable workflow once you try it. Here's some old discussions with other now old solutions in case you're curious:
Changing poses within a single animation
Multiple Bind poses in Setup
Setup Pose Affects All Animations

To arrive at the current solution, we had a shift, from thinking about the setup pose as something requiring multiple alternative setup poses, to placing these setup poses in animate mode, stored nicely in one or more animations used solely for alternate configurations storing.

If you have a look at the streams, I explain how everything works at the beginning of each video. If something is still unclear after looking at the resources let me know 😃

5 أيام لاحقا

Thanks for the reply. I figured there has been a couple discussions like this in the past. This is the first time I'm unifying my character's frames to one set of Bones, but I have gathered enough knowledge to do a full job on the setup.

I will come back with an update if I encounter any issues with this approach. It's just that for anyone who wants to do the same, knowing what to do can be somewhat difficult to grasp when a good chunk of the "setup" of your character could be in Animate mode.


So, coming back to this topic, I find one issue with the current management of multi-pose characters. I cannot edit the mesh in Animate mode, only Setup mode. This can be a problem if I need reference to the correct bone positions while editing the meshes. At the moment, I strongly recommend enabling us to use keyframe profiles in Setup mode.

Currently, I'm having some difficulty editing the meshes weighted to bones that are transformed in an animation. I have no idea how to edit the meshes without causing some destructive results to the vertices.

Hello, to edit a mesh, I recommend this workflow:

  • (bind at the correct frame and) change all the weights back to a bone that doesn't move, such as the root
  • go back to setup mode, press "update bindings" just in case, and edit the mesh
  • go back to animate mode, press "update bindings", and set the weights back, you can then remove the root bone from the binding if you wish

I already do this method, but I still think the workflow could be better so some time is saved. Some of my images get weighted to a handful of bones and their meshes can be complicated. It can be stressful to redo the work on the weights after finding that the image's mesh vertices need modifications.

When they are weighted to the bones in the appropriate frame in Animate mode, their deformities are usually the exact same as when they are not influenced by weights. But I do not understand what is actually going on when I attempt to edit the meshes in Setup mode, usually because they are too deformed to give me an idea about where I need to make the vertices. So, I am still curious how the behavior would work out if we were able to edit the meshes in Animate mode, where the bones are appropriately positioned.