Hey, I just can’t sit still not knowing what’s coming—even if it’s years away! What’s the next big thing on the horizon?
Any Sneak Peeks for 4.3 Version?
It's a smaller release so we don't get so burned out after the large physics release. Most exciting is transform constraint mapping from one property to a different kind of property. QoL improvements.
Most exciting is transform constraint mapping from one property to a different kind of property. QoL improvements.
This will open so many possibilities in Spine, can I ask for release date? one year two?
Nate
Hello, may I ask if we will consider adding a mesh transformer function similar to live2d in the future? Currently, a team is redeveloping the Dragon Bone software, and their development version has already implemented this function internally. This is really cool. Will spine have this function in the future
Spine can already do this, please open the Mesh Tools view to try it:
https://esotericsoftware.com/spine-mesh-tools
blgjdg Then you sould look into weights as they can do what you are asking for:
https://esotericsoftware.com/spine-weights
Erika I'm sorry, I'm not sure if my description was not clear enough or if you're deliberately avoiding this question. I haven't reached the point where I don't know how to operate Spine or Live2D software yet I think I should look forward to updates from other teams' software instead of here. Others are already implementing new features that combine weight and surface deformer control handles, rather than telling me what weight is
blgjdg I’m sorry if my replies offended you — that was never my intention. I genuinely believed the solutions I suggested fit your request.
For example here is a reproduction of what you have shown in the video using weights:
And here are the mesh tools used to manipulate multiple meshes at the same time:
A small consideration: usually, using many vertices with a direct deformation like this isn't great for performance, if you intend to use a runtime output. However, this is fine to use for videos, gifs, image sequences and non interactive outputs.
I appreciate your feedback and would be happy to clarify or assist further if needed.
blgjdg is right that a mesh deformer or "cage" is not the same as weights. Weights can do much of the same job, but the cage is a simplified envelope with different controls. It hides some of the complexity of both the mesh and weights. It is also easier to apply a cage to different images or to multiple images, which is one of the largest benefits.
For the cage, under the covers the images still need to be meshes. Those can be generated automatically, as they are typically a uniform grid. That can hide performance implications compared to creating a mesh explicitly. Also a little more processing is needed to map the cage controls to deforming the mesh.
We don't currently have plans to add cage-style mesh deformations. It's a cool feature, but we have other features we want to get to first and for now you can achieve similar results in other ways.