Solgryn

Hey just experienced some weirdness regarding weights. Usually, I make my mesh, I bind it to the bones and then manually set each of the weights by rotating the bone and setting the weights so they match the graphics.

With this skirt mesh, it works. It's reacting to me changing the weights.


With this chest area mesh, it's not reacting to me changing the weights D:

It seems to be taking a new "snapshot" per say, just like when u first bind the bones- their root position.

After doing some testing, I also discovered this:

What I do in this gif is have the name different from the slot/mesh name. I change the name, and it only changes the name of the bone.
When I change the name of the bone to be the same as the slot/mesh, and THEN change the name; the name of the slot/mesh will also change. They'll be linked in a weird way, only way to fix it is to make a new bone and don't call it the same as the slot/mesh.

It doesn't seem to have anything to do with the weight bug :c I've tried deleting the chest entirely and creating a whole new bone and mesh and everything but still wont work...
Attachments
bug.zip
In this file, the chest and hair one doesn't update the mesh if u rotate the bone and switch weights - but the skirt does.
(60.62 KiB) Downloaded 12 times
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Solgryn
Posts: 43

Shiu

The behavior you are seeing with the skirt mesh is actually what is incorrect. You only want to see vertex positions change when changing weights in Animate mode if the affecting bones have been transformed.
However, it seems that since the bones you have affecting the skirt mesh are using IK, it will give you this same behavior in setup mode.
I've created an issue for this here https://waffle.io/EsotericSoftware/spine-editor/cards/596cb7b1ba484a0027db250d

Regarding your second issue. When your bone, slot, and attachment have the same name, the Rename dialog that pops up should have some extra options Rename slot and Rename attachment.

Is this not the case?
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Shiu

Shiu
Posts: 2158

Solgryn

Oh, really?... I'm pretty sure I've had that behaviour with all my meshes except just now. Don't know how that happened o: ... I've used it a lot and it's really useful when trying to make the mesh line up with graphics in specific bone rotations - any chance that could become a feature? Like a toggle on-off type of thing :B ? Or maybe a button that changes the "pivot", or root position of the weight to the current position idk.
Cause otherwise you have to change the weights, move the bone, see it's not the desired effect, move the bone back up, change the weights - just seems slow?

Also wow I totally didn't see those checkboxes, just used to clickigng typing and pressing enter :B sorry.
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Solgryn
Posts: 43

Shiu

Personally, I use animate mode to make sure my weights are good.
Initially, I will bind bones in setup mode and then switch to animate mode to tweak the weights. This way I can edit the pose without affecting any animations.
Is this workflow not a possibility for you?
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Shiu

Shiu
Posts: 2158

Solgryn

Oh for some reason I thought the weights would be animated and not reflected in the model. That works for me then thanks ' v'
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Solgryn
Posts: 43

Fainder

Shiu wrote:The behavior you are seeing with the skirt mesh is actually what is incorrect. You only want to see vertex positions change when changing weights in Animate mode if the affecting bones have been transformed.
However, it seems that since the bones you have affecting the skirt mesh are using IK, it will give you this same behavior in setup mode.
This. It just happened to me. Disabling the IK constraint doesn't seem to work
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Fainder
Posts: 16


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