PeterBacall

Is there a way to solo/mute ( or disable) an animation layers and all its keyframes?

For example, if I want to focus on a specific part of an animation and don't want everything else to animate, can I solo that layer? Or disable all other keyframes? I am animating some strobing symbols and don't want them to strobe while I animate it's position, rotation etc, but the only solution I have found is to delete all the attachment keyframes so it doesn't strobe... and then add them back when I'm happy with everything else.

I made an example, see attachment
mute-example.jpg
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PeterBacall
  • Postovi: 82

Erika

Hello! you can hide part of your tree without affecting your animations by right-clicking the visibility dot of a bone. This will hide the bone and all of its children bones and slots.

To reverse this effect just right-click the visibility dot of the bone again.

If the offending images are very few, manually hiding the slots by clicking on their visibility dots will have the same effect, that is, it will hide them in the editor only, without keying this in any animation or having effect at runtime.
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Erika

Erikari
  • Postovi: 3050

PeterBacall

Erika je napisao/la:Hello! you can hide part of your tree without affecting your animations by right-clicking the visibility dot of a bone. This will hide the bone and all of its children bones and slots.

To reverse this effect just right-click the visibility dot of the bone again.

If the offending images are very few, manually hiding the slots by clicking on their visibility dots will have the same effect, that is, it will hide them in the editor only, without keying this in any animation or having effect at runtime.
Thanks for the reply Erika! Maybe I was unclear, I meant if there is a way to disable/mute keyframes but keep the visibility of the images
PeterBacall
  • Postovi: 82

Erika

Hiding the bones/images as mentioned above, will also hide them from the dopesheet. If you open the preview view, they will still be visible in case you need to check the animation out.

If you need to have the images visible, either you delete the keyframes to have them not animating, or, if it's ok for them to be animated but the problem is how crowded your dopesheet is, you can instead select the bones/images that you want to see in the dopesheet, then lock the selection:
Dopesheet - Spine User Guide: Contents

There aren't other ways to have animated parts not animate and still be visible as far as I'm aware.
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Erika

Erikari
  • Postovi: 3050

nicmar

I agree, i'd like this as well, to debug a rig, it would be amazing to disable all keyframe for a bone/type like translate without deleting all keys.
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nicmar
  • Postovi: 137

Nick

+1 for disable suggestion

There are situations that being able to disable an animation layer in the dopesheet is a big help.

For an instance, I offset a parent bone of a character to animate jump animation from within Spine. In runtime that parent bone is not animated because the position of the character is driven by code which move the whole spine object.
If an animation layer could be disabled, I could just disable it for production and re-enable it when editing the animation. I currently keep two of the same animation with just that slight difference so that it can be used in both scenarios.
Nick
  • Postovi: 292


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