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  • Deformation Keys and the Graph Editor

Hey all,

First off, thanks for the amazing updates to the software. The graph editor in particular continues to grow by leaps and bounds while completely elevating the animation workflow.

I had a quick question regarding Deform keys. I have a setup that uses splines to drive several joints along eyelids which produces some great results. But I'm noticing the graph represents these keys similar to the old 3.x workflow. Is there something I'm missing? Or will the 4.x graph be coming for these types of keys?

Thanks as always,
quad

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Thanks, glad you are liking the new updates! We just released a new beta that has separate keying of X/Y for translate, scale, and shear, plus it allows RGB to be keyed separately from alpha.

What would you want to see in the graph for deform keys?

Each deform key stores the position of all the vertices. It wouldn't make sense to show a curve for X and another for Y for every vertex. That would be a ton of curves and probably would be unusable.

That is why we show deform keys similar to the old graph, as you mentioned, allowing you to control the difference from one mesh deform to the next.

I see, yeah that makes sense. In this case, the spline is manipulating several joints along the edge so I was seeing it as a translation of a spline point in space. But I can imagine it's not that simple since the handles impact the shape of the spline and the resulting joint positions.

Nate wrote

Thanks, glad you are liking the new updates! We just released a new beta that has separate keying of X/Y for translate, scale, and shear, plus it allows RGB to be keyed separately from alpha.

It's a great update. This will be convenient for making circular motions and cut the amount of bones I need to use. That reminded me of an issue that has been pending for nearly 2 years: https://github.com/EsotericSoftware/spine-editor/issues/342

Is it possible that we'll see this feature implemented very soon?

Sure, we can squeeze that in to 4.0. It's been done in 4.0.26-beta!

We can't let the 4.0 release run away from us though. From here, the only other feature we plan to do for 4.0 is a favor slider/tool for the graph. After that our focus is stability and runtimes so we can release as non-beta. 4.1 will be a release targeting smaller features and general quality of life improvements.


4.0.26-beta is up! Spine: Changelog: v4.0.26 beta

As usual, runtime support is only spine-libgdx but will be ported to all other runtimes ASAP:
https://github.com/EsotericSoftware/spine-runtimes/commit/dbd90caa5347cc40731c5c5d1ff828c9100260a4

Awesome! That's very fast. This will be handy for a lot of things like face deformations. Looking forward to the official v4 to use for runtime.