raiquiis

  • Sep 7, 2021
  • Joined Apr 13, 2018
  • Hello,

    I have a simple problem, how can I assign a keyboard key to slots/meshes with a predetermined name?

    For example, assign the key "1" to select all the slots with the name "Large" in it.

    Thank you. 🙂

  • Hello,
    I've been trying this and I'm not getting the same result. For me to have the same result I need to have the Mix setting for the IK constraints at 100 and not at 0. The moment I turn to 0, they become normal bones, both in Setup and Animation mode.

  • You are correct. I'm sorry for the false-problem, for some reason I really thought it could smooth that way.

    Two weeks on vacation and I forget these things. :drunk:

  • Erikari wrote

    You have the pink bone influenced vertices selected in your screenshot. You can tell they are selected because the pink vertices are visibly bigger than the other vertices. It is even more evident on the mixed pies on the edges, where the pink vertices go outside of the rest of the pie.

    To solve this, press the spacebar to deselect. Then perform auto again.

    I think that's a visual bug, because they are not selected. When they are selected, the other ones just grey out. This is selected:

    By orange dots I meant orange edges, I'm sorry.

    In this one. I selected all the points and then pressed Smooth. It only smoothed the edges.

    I'm pretty sure in the previous version this would smooth all the selected.

  • Nate wrote

    Just trying to understand the problem. 🙂 I can bind head, exit binding, then bind hair3 and hair4, apply some weights to those 2, then Smooth with no vertices selected


    works as expected.
     Loading Image

    Yes, exactly that. And in your case, it only smoothed the orange ones and vertices.

    I tried now in a new project, and it's only doing the edges.

  • Nate wrote

    When you bind only one bone, that bone gets 100% weight on all vertices. If you then add more bones, they get 0% weight. If you then smooth, the first bone has 100% weight, so nothing changes. You can use Auto or manually set weights, once other bones have weight, then smooth will work as expected.

    I know that, I've been using Spine for 11 months. 🙂

    In the cases I mentioned, I binded the bone to the mesh and assigned some vertices to that bone.

  • Erikari wrote

    Are you sure they are deselected? try to press the spacebar to be sure. If they are selected they'll look slightly bigger than the others.

    I'm sure.

    I've been trying other approaches, and I've found that if I bind only one bone to the mesh, exit the bind, and after Spine has calculated the weights, I bind other bones to the mesh, the smooth will not work.

    But if I bind all at the same time, the smooth will work. But if I bind another bone to the mesh, the smooth will not work on that bone.

    Nate wrote

    Not sure what you mean by orange vertices? Can you show a screenshot?

  • Nate wrote

    Cheers! :beer:

    Smooth blends the weights of the selected vertices. Only if none are selected will it smooth all vertices. This gives you a lot of control, but you have to remember to deselect vertices (click anywhere in blank space) if you want all.

    But right now is not smoothing selected vertices. It's only smoothing the orange ones, even when those are not selected.

  • Hey,

    First of all, congratulations for the last update! 🙂

    Second, I'm having a problem with the Weights. The Smooth button is only smoothing places with the orange dots, all the other ones remain unchanged.

    In the previous version with would smooth everything.

    Am I doing something wrong?

    Best regards