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So I just updated spine to 3.5 and this started happening :c

http://imgur.com/a/hSD6s

The tail used to wave up and down like her body whilst the parts of the tail scaled from -1 to 1. But now, whenever a part is scaled, the rotation of the next bone on the tail is rotated? I can't find any way to fix this ;c Setting "reflection" off only solved part of the problem.

Image removed due to the lack of support for HTTPS. | Show Anyway


It used to not affect rotation at all

There are two changes in 3.5 that affect existing projects:

Disable inherit scale works differently.
Unfortunately this is causing your problem. The previous disable inherit scale was unstable, in certain situations it would completely freak out. For example, if your character was flipped to face the other way, bones with disable inherit scale would sometimes rotate wildly. This kind of instability is really, really bad and there was no workaround except to not use disable inherit scale, or hope you never encountered a situation where it exploded. It was work correctly as far as the math is concerned, but the results are just not what we want. We tried very hard to come up with alternative math to keep the old behavior, but it proved to be impossible to make it stable in all configurations. In the end we were forced to change the behavior: scale now affects rotation even when inherit scale is disabled. With that change we have made the feature stable in all situations. Unfortunately projects that relied on the old behavior will have to updated. This is something we don't do lightly and try to avoid at all costs, but in this case it was the only option. There are likely a couple ways to get similar results to the old behavior, such as transform constraints or keying rotation. Another option is to stay at 3.4.02.

Disable inherit rotation works differently.
Similar to disable inherit scale, the old implementation of disable inherit rotation was unstable in some situations. To fix it, the change we had to make was that reflection is disabled when inherit rotation is disabled.

But it's something you want to have work the old way? It's only a couple animations so I could fix it I suppose, although it's really finnicky now, but I really want to stay updated. Anyway thanks for the reply.

I'll probably make a path constraint and aniamte it that way, it's a bit better overall than animating each bone anyway :B

We wanted it to work the old way so your projects don't behave differently.

OK, I hope it's not too much trouble. Sorry for the change!

The Path Constraints are awesome, you'll definitely like the results better, Solgryn!