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  • Any Sneak Peeks for 4.3 Version?

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?

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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 odgovara na ovo.

      warmanw can I ask for release date?

      Nope! 😆 Not years though. We'll take it easy for the holidays but may start the 4.3 beta in January.

        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

        Erika No, dragging the mesh directly for operation and using a surface deformer are not the same thing. A surface deformer like livd2d can work multiple times simultaneously and affect the bottom image with parent-child relationships

          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.

              Nate It is also easier to apply a cage to different images or to multiple images, which is one of the largest benefits.

              真是太巧了,我前两天也在想,要是能将所有角色运用相同的网格变形来表示角色的一种状态,那将节省很多时间。

              Nate Most exciting is transform constraint mapping from one property to a different kind of property.

              这个功能很酷,我记得你在4.2测试版的时候提到过,没想到这么快实现了。我很好奇属性映射可以设置哪些函数,(假设X,Y,Z都是某一属性,a,b都是可调节的参数)比如一次函数 Y=aX+b,或是更复杂点的三角函数 Y=sin(X),或是多元函数,比如 Z=X+Y,还是说可以设置任意函数 f(X,Y,Z...)=0