• Editor
  • Constrains: Rotation to Translation?

Hi everyone,

Is it possible to constrain one bone's rotation to another bone's translation (or even just a y to x translation)?
This could be used to build a bone GUI for facial animation (for building "sliders" that actually move other bones). In one character where I use a path for the body bend there is a correction for the middle section (because otherwise it would look too thin) that could automatically be translated to the right for a rotation to the right.

Can that already be done?

All the best

  • تم التحرير

It can be done at runtime, but currently not in the editor. Of course, runtime only makes it impossible to see while editing your skeletons.

2 أشهر لاحقا

Found another use case for constraining one thing to several things at different rates: I am faking perspective head turns by pulling the facial features to the left, except for the one eye which has a weaker constraint. At the moment I have to manually squash that eye to make the illusion of perspective complete. It would be so neat if the face perspective bone could not only pull the one eye at a weaker rate but also squash it in the process.
Does that make sense? Is there any chance something like this could be implemented to the editor? :angel:

Yeah that would be neat. I've added an enhancement to track it:
Constrain different transform properties · Issue #121 · EsotericSoftware/spine-editor · GitHub
The complexity comes from needing to define the range. Eg, translation of bone A affects scaleX of bone B. We need to allow the user to define how much translate means how much scale.

Yeah I was trying to write an expression in After Effects just to see how it would be done in there, but the translation influence on the scale is pretty tricky to define... It would be amazing if Spine came up an intuitive way to set that range.

You have the best UI of all animation programs I have ever seen. So if there is an awesome way to do this, you will find it 😃 :yes:

Thanks, that means a lot! :happy:

I would be over the moon if this "mapping" could be done with the same curves we now use for interpolation between regular keys.

There's a Mac interface prototyping tool called "Principle" that does similar things, but the way the "states" are linked is not the best. It's just not apparent what the source and target are there.

And sorry to be mean, but the best animation interfaces I know are Maya and After Effects, but you guys come a close third! 😉
-In all seriousness, Spine is good at getting out of the way. I regularly find myself in "the zone" using it - thank you! 🙂

2 أعوام لاحقا

Hey, any news or updates on this one?

6 أيام لاحقا

Hello Emilijus, sorry for missing your post.

I'm afraid we don't have an ETA on this feature yet. It's still in our plans, but currently our focus is on the new animation editor and a couple of other things.