skarasuko

Is there currently quick a way to position the child bones to the end of their parent bone? I like to keep a chain of bones organized and as clean as possible, especially for stuff like hair strands.

I can Translate the child bone's Parent X-axis according to the Parent's Bone Scale, but this has become a tedious process over time, especially if I have more than 5 child bones. Most of the time I can't draw the desired initial Bone Scale, so I often change it. I would like to know if the "Move to Parent Bone's End" can be considered in the next update if this isn't available in the latest version of Spine.
skarasuko
  • Posts: 36

Erika

Hello! Just select the parent bone, make sure to have the parent axis selected, then click on new>bone. This will create a bone at the tip of the parent bone. You can then manually set the bone lenght in the bone properties and edit it with the tools as usual after that.
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Erika

Erikari
  • Posts: 2548

skarasuko

Hello, Erikari. You might have misunderstood what I was asking about. This is an example of a chain of Bones that I usually make.



Often times, I am not satisfied with the length as I make it for images that require Weights based on these bones. So, I tend to change the Bone Scale to match the images. My eventual setup is complicated to explain, but I usually keep these bones at equal Bone Scale.

The idea I am presenting is an easy-to-access button that moves the selected bone to the end of their Parent bone based on its Bone Scale, instead of having to input the Child Bone's Translate Parent X-axis manually. So the automatic process would be like: Child Bone's Parent X-axis = Parent's Bone Scale. This would eliminate the need to Undo and repeat the process of moving the bones as well as keep the bones aligned efficiently.
skarasuko
  • Posts: 36

warmanw

Nice, @Erika, I didnt know that,

@skarasuko, for now you can redraw the bones instead of scaling them to match the imagesize. . however it wont give you precise one-after-another chain.


Also if the chain is not big you can make constraints with stretch and compress. at each joint. and you will need to move joints
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warmanw

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  • Posts: 160

skarasuko

@warmanw I appreciate the suggestion, but it most likely won't apply to me for now. Stretch and Compress is a little hard to handle with the Weights. I hope the company can implement my idea, because it sounds like an essential convenience that would help a lot of people and easy to put in the program.

I have a hair that has multiple layers, and their own set of Bone chain. Each of these bones have a Transform Constraint to a chain of Bones that I actually keyframe. I adjust the Rotation Mix of all bones weighted to the actual hair layers. I do this very long setup for more control over the animation intensity of each hair strand and work with less keyframes in Animate Mode.
skarasuko
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