djmisterjon

Hi, how i can add comment or note to a specific key ?
or how do you sort, identify and structure the animation keys ?
I find no similar solution!


other Example
djmisterjon
  • Posts: 74

Wedrownik

Om, well I never had problem to identify my any keyframe :P But that what may help you is naming your bones. Then you can just find out this bone and it should be easy to identify what move it does. What also may help you is using filtering to show you only Rotate bones, Translate bones etc.
As I know, there are no notes tool for each bone, but if you really need something like that, you can use Event tool. Just create event, name it and put in the same frame which you need to name. Sadly it will be note for all keyframes in the same frame, but you will have something like note and even until you have only one bone, for which you need note, it should be enough. Later just delete Event keyframes before you export, to avoid making a mess for programist.
That is what I could suggest you.
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Wedrownik
  • Posts: 141

Erika

Great answer, Wedrownik!:D
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Erika

Erikari
  • Posts: 2419

djmisterjon

@wedrownik thank, I did not think about the Events that way, it's a good idea.
my problem is that I use more than one track for animate different parts of the characters.
It becomes a bit difficult to manage for each Track.
ex:
idleBody: track0
hair_idle: track1
hair_jump: track1
hand_idle: track2
hand_jump: track2
jump:track:3

I find myself animating without reference to the track that performs the action and will lead the hair and hand physic .
events are a solution, but it could cause problems when I will use them.

jump track

and random physic hair track


the labels would make me really work easier.
djmisterjon
  • Posts: 74

Erika

Why don't you animate everything at the same time and then separate them in different animations only after?
Also, there's so many bones in that view! you could differenciate the colors of the bones better, and also deactivate the visibility of some of them to reduce visual clutter (like slots, they'll only be invisible inside the editor, but they'll still be there and working at runtime)

---

To stay in the labels topic, you can also activate the bones names clicking here:


Or you can just have them deactivated, but active only for the specific bones you want by selecting a bone and then clicking "Name" in the bone options.
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Erika

Erikari
  • Posts: 2419

djmisterjon

Erikari wrote:Why don't you animate everything at the same time and then separate them in different animations only after?
Yes, I was experimenting a bit this way, and I think I'm going to do that way. :yes: :)
I experiment a lot to try to find the optimal way for working in correlation with my plugin.
Your advice is welcome.

I think I will to start over at 0 the rigs.
I noticed a lot of mistakes during this workflow.
I still have trouble mastering the transform Constraint.
I am forced to do a lot of testing because it is cruelly lacking a good and deep tutorial.

My goal is to put some kind of fake physics in arms and hairs.


For now I think I'm getting closer to my goal
But it would be great if there were videos or models, which will allow me to guide on some technical for separate different part and the Runtime.

i see here we have good modele for debug and understand , this help me a lot
Spine: Demos
but the models remains very simple.
djmisterjon
  • Posts: 74

Pharan

I'm linking to this thread on the issue tracking the suggestion.

Name/value annotations · #25 · EsotericSoftware/spine-editor
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Pharan
  • Posts: 5366


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