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Sorry guys, please help if you can!
i am kind a stuck, and this stuff should be simple...
I have several different animations, But I cant work becaus e all bones of all animations are visible at same time. How can I hide bones? i know I can hide attachments and slots, but what about bones?
pls help

  • Right click on a circle near the bone in the hierarchy tree. that will hide/show that node with all containing attachments.
  • Left click on that circle(or hit H while bone is selected) to just hide the bone
  • Hit Ctrl+H to reveal all hidden bones/slots
  • Finally press Ctrl+B to hide/show only bones.[/list][/list][/list][/list]

More here...
Bones - Spine User Guide: Hiding bones

@warmanw Thanks for answering!

@bakster As for how to hide bones is as warmanw answered. However, I guess you are having trouble selecting the bones you want to select. Selecting bones is not only available on the viewport, but also you can select bones from the bone names on the Dopesheet view (Dopesheet view - Spine User Guide: Bone rows), search for bones by name on the Tree view (Tree view - Spine User Guide: Text search), or use hotkeys to select a bone above or below the hierarchy. To check the available hotkeys, select Settings... from the Spine menu, select Application in the left side menu of the settings dialog, and click the Open button under Hotkeys in the Files section, then you can open the text file that lists all of the hotkeys.

Guys @warmanw @Misaki thank you so much .
I knew about left/right click, but the problem is I can't key "hide bone" anywhere? If I hide bone on one animation, it is also hidden in another, different animation ? If I unhide it, it is also visible in other animation, and I need bones only for that specific selected animation to be visible, I don't need to see bones from other animations while working on one animation. how to key hide bone option ?

Now I understand what you want to do. Showing and hiding bones cannot be recorded as keys in animations. In fact, what bones are visible does not affect animations.
It is possible to add bones to skins as skin bones so that the bones will be displayed only when the skin is active, but it is not possible to automatically show or hide bones depending on what animation is active.

I just want to have one set of bones in one animation. how to do that ? I dont want to be able to see all bones from all animations all the time. And that is what is happening. If I hide a bone either right click or left click, or if i hide a slot, doesnt change a thing, slot hides attachment, bones stay visible. If I hide bone, it hides in all animations, and I want it to be hidden only in that specific animation. really have no clue, its really confusing.


and the thing with left and right clicking is so wrong. It looks the same and its different command. really think they should come with different solution.


Erika, I want to hide bones. Seeing bones from other animation is no use in current animation, because it just makes confusion, and I can accidntaly move it, and its hard to know what bone to move, if you seeing 100 bones at same time.

Hiding bones is just to reduce clutter in the editor. It isn't part of the animations and doesn't affect exports.

FWIW, it's a little unusual to have many bones for each animation. Each bone requires computations and with many bones (hundreds) it can add up, if you are using runtimes.

You could use skin bones. You could have a skin for each animation and put the animation's bones in the skin. Those bones will only appear when the skin is active, and the bone calculations are only done when the skin is active.

thanks Erika. Well, I will just manually hide/unhide bones in each animation than, and continue to animate like that. I just taught that every separate animation can have always on and visible just the bones that you need for that animation, but seems like I have to turn off other bones, animate that animation, than again turn on the bones I need for another animation and turn off the ones that I dont need etc. But ok, I can live with that lol


I will try with skins also.

Could I ask why you need to structure your project this way? Perhaps I can suggest a better workflow if I know what are the requirements of the project.

Normally, if you need to have an entirely different set of bones and these bones are never reused by some of the other animations, it makes sense to have a separate skeleton.

If the set of bones you need in other animations is only partial, then maybe this kind of approach would be better suited:
Blog: Rigging new poses - Spine workflow tutorial

But it's hard to tell without knowing the details.