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Blog post is here:
http://esotericsoftware.com/blog/skinning-update

Sneak peak:
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Sorry I haven't been able to post on the forums much, I'm currently 1 week behind. I'm focusing on skinning to get it done faster, after which I'll catch up on all the posts and go back to being much more active.

I'm excited for all the bendy spears I could make with Skinning.

Awsome! I'm excited too to tried with a cloth 😉

Here is the spear mesh from above (untextured) running with spine-libgdx. The part that sticks up midway shows the mesh being deformed via FFD and the skinning weights are still applied.

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YES !! We waiting for so long to the unity runtime to FFD and Skinning !!!
God job Nate , and good luck for the finish !

Everything with skinning is done except import project and import data. We hope to release 1.8.19 with skinning tomorrow. :rock:

Bring on the spears!

Nate wrote

Everything with skinning is done except import project and import data. We hope to release 1.8.19 with skinning tomorrow. :rock:

And Auto Weights and Smooth! 😉

What are these things you speak of, Shiu?

Those are features that didn't make it in the first release of skinning. We need to prepare for the Berlin workshop and don't want to postpone releasing skinning. Auto weights automatically assigns weights based on where the bones are. Smoothing averages weights so you get a smoother transition without having to manually adjust each vertex weight.

Starting the 1.8.19 build with skinning right now!


Now available. :happy: :happy: :happy:

Just tried it on Speedy. Exciting! Works great!
I can definitely see the benefits of smoothing and auto-weights to start off the setup.

Thank you, thank you! 🙂

edit: Can I export animation to any format?

I love the skinning implementation but there seems to be a problem with keying the mesh when i animate a character. The image doesn't want to connect to the joint once there keyed.

edrache, not sure what you mean by any format?

jeffreynuez, you'll have to be more specific about the problem. Maybe 1.8.23 helps.

The problem is still occurring but now I understand it a bit more. Whats going on is if your in animate mode, turn on ghosting and key a joint with a mesh attached to it or even the mesh its self from one position to another position a few frames after it the image seems to stay with the ghost instead of following the mesh. The reason i say that the image is left behind is because if you scroll over where the mesh is supposed to be the outline of the mesh shows up but the image is left behind. This doesn't happen in 1.8.18 only later versions. Thanks for replying I hope that this issue can be resolved soon.

It occurs when the fame step is over 1.

I found a way to go around it by switching to images instead of solids in the ghosting menu.

Nate wrote

edrache, not sure what you mean by any format?

It is better now but not perfect 🙂 In previous version version, when I exported animation for example to gif I got gif without any deformations (the same with mov or avi). Now I got animation but it is clipped to attachment without deformation.

Of course I can add background so it's not big problem 🙂

Fixed ghosting and export bounds in 1.8.25. 🙂

awesome, thanks Nate.

3 mjeseci kasnije

Cheers guys! Super excited to dive into this. Is there an easy way to get a gradual shift so as to make a collection of several bones move a texture in a tentacle-like motion? I know I can use smooth but it just sort of buffs out until nothing else happens. Is there a technique for this? A rule of thumb? I can't find anything on it and could use some tips!

Thanks, and keep making this kickass tool even more epic!