• Bugs
  • Trying to deselect Pose/Weights/Create selects previous tool

Related Discussions
...

I'm currently using the Spine Trial, and if you try to exit either Pose/Weights/Create mode, it will automatically select the mode used last. This makes selecting sprites a pain, as you have to click around in the hierarchy to reset the tools. At first I wasn't sure if this was intended, but it just makes no sense, I'm fairly certain this is a bug.

Repro rate is around 100/100.

Steps to repro:

  1. Open Spine Trial
  2. Open any project or create a new project
  3. Click on Pose
  4. Click on weights
  5. Click on Pose again
  6. Observe how weights is re-selected

I can't attach mp4's here, but this is a google drive link with an mp4 demonstrating the issue:
https://drive.google.com/file/d/1rCQ2mcVu7xRCjE2vokzXkepE_SP0xIaT/view?usp=sharing

There always must be a tool selected on the main toolbar. If you click the tool that is already selected, it changes to the last selected tool. Admittedly this is probably not very useful, since you could have just clicked the tool you wanted. We'll change the behavior so if you click the selected tool, nothing happens.

Note if you right click in the viewport area it toggles between the current tool and the last selected tool. This is quite useful and can often save you a trip to the toolbar to click a tool. This is actually where the toggle behavior comes from when you click the selected tool.

Unrighteous a écrit

This makes selecting sprites a pain, as you have to click around in the hierarchy to reset the tools.

Can you explain this a little more?

Some tools have selection restrictions, eg the pose and shear tools cannot select attachments, only bones, and the weights tool can only select mesh attachments. You may need to choose the rotate, translate, or scale tools to select bones or attachments. Often right click is sufficient for this.

If you make a selection in the tree that is not valid for the current tool, it will change to the last tool, if valid, otherwise you'll get the rotate tool.

If you find the above behavior awkward, it would help to hear what you were trying to achieve, the steps you took, and what your expectations were for those steps.

Woops, definitely jumped the gun on this one, sorry about that. I didn't realize that the "Tools" and "transform" could not be selected at the same time. I think my confusion came from the fact that I thought the "Tools" were like a mode, and the "Transform"s were how you manipulate that mode. In other words, I thought you could have rotate and pose selected at the same time, but that's not possible. I don't know why I never realized this; this is absolutely not a problem with the software, just my mistake.

I think my brain was working like I was using blender, where skinning, rigging, etc are modes and you can translate, rotate, etc in those modes.

To clarify, I was having trouble selecting sprites because I was in the "Tools" section when I needed to be in "Transforms." Pretty dumb mistake. Also, my comment about selecting the hierarchy was because if you click on your sprites in the hierarchy, it automatically switches back to rotate.

Sorry about that, and thanks for clarifying.

Ah, well your line of thinking isn't completely crazy. 🙂 That some tools prevent selection of some types of objects does make having that tool selected a sort of mode. If you don't realize it, it isn't super clear why you can't select the things you want. I'm not sure how we could improve it though, since preventing selection of objects makes those tools easier to use. Eg, if clicking were to select attachments with the Pose tool, you'd likely accidentally select an attachment (which would change the tool) a lot.

For a bit of trivia, there are actually over 40 tools in Spine, under the covers. This is because eg rotating a bone, or mesh attachment, or region attachment, etc all require a different tool implementation, even though they are all presented transparently as just the Rotate tool. The selection is smart (and complex!) and changes the actual tool around as needed. One side effect of this is you can't currently select two objects of different types. Occasionally that would be useful and we may do it in the future, but most of the time it's not needed. One workaround when it is though is to convert regions to meshes, move all the meshes together, then convert the meshes that used to be regions back to regions.