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  • Rotation Transform Bug

The Rotation Mix value doesn't seem just represent a percentage of the scaled rotational value but some weird angle cutoff as well. It's likely some remnant from the cumbersome and problematic rotation system in Spine v3.

I've attached a spine file to show the issue. The bugged is moving slower as expected but it suddenly jumps. This completely breaks the ability to scale a rotational value.

Please fix this a soon as possible as it's creating problems in my current project where I need other bones to rotate at a percentage based on the source bone's rotation.

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Thank you for your report and attaching the repro project. I have confirmed that the issue of rotation of the transform constraint can be reproduced in Spine v4.1.19. I have created an issue ticket for this:
https://github.com/EsotericSoftware/spine-editor/issues/729

We are sorry for the inconvenience, but please wait a little longer until we fix the problem.

NathanSweet: Unfortunately this is how rotation mixing must work. I explained it here. It would be good to include this information in the user guide, if it's not already there.

What if I want to make a set of gears, like those in a clock, if I want to control all of them by turning the first wheel. The smaller ones need to turn at different % rates for this to work in a dynamic way. There is currently no way to set this up in Spine. And all the individual cogs need to be individually animated and it will be very difficult to control speeding up or down all of them synchronously.

Please provide an alternative rotation mode/version where it's a percentage of the total rotation it's reading from. It could be a check box like how, Local or Relative are available for some transforms if legacy behavior needs to be maintained. It's already difficult to set up certain mechanics as it is without this weird rotation behavior. Version 3 had the worst rotational behavior I've seen in any 3D or 2D software to date, requiring you to use 3 keys for one 360 degree rotation. And now you are saying we can't have another bone rotate, eg 10% of source bones 720 deg = 72 deg without it jumping around. That is just plain unintuitive and non user/creative friendly, it makes certain setups impossible and will require lots and lots of extra manual work to create the same thing.

13 jours plus tard

@Nate As this unintuitive rotation constraint behavior is as intended. Can we please get a checkbox/toggle to make it just a rotational % as well?

The current unreliable rotation flipping behavior made me abandon the constraint and instead had to do a lot of manual animations instead.

@Misaki @Nate
Often times you guys are great at quickly answering a new post but I feel subsequent posts in the same discussion is often ignored. Could you please conseider adding a true % based rotation constraint.

    JSpin Sorry for making you uneasy. I am afraid I cannot give you a specific response about this issue from me since it is related to the fundamental design of the Spine editor. As long as the issue #729 is not closed, Nate will definitely check it again when he has time.