Hello,
I'm new to Spine and I'm having a blast using it! I'm a traditional animator and I've never really worked with bones and IK (I worked in Flash, but it is so clunky that I ended using it as a tradional animation tool).
I'm getting the hang of it quite fast (and losing sleep just because is so much fun) but I have a question:
I have a character, rigged and animated facing left, here it is:
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but the programmer need it to face right by default. So I flipped the root bone along the X axis, which i left untouched in animations, and almost everything flipped fine, but the feet.
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Legs and feet are the only parts to have IK costraints, btw. The foot bone doesn't looks like flipped at all, while its costraint did. If I flip the foot bone along the x, it flips along the y too, messing up the mesh. I see this is because of the bone's own x/y axis, so I can't flip the bone. All I have to do is moving the foot IK costraint in the back of the foot, and the tip move all right
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While this is a minor annoyance, since where the costraint pacement is not so important in this case as long as the foot stays in place, there is way to just flip everything at once in the editor? And in doing this, could I have problem in runtime? We're working in Unity btw.
Thanks!!
Fede