• Editor
  • suggestions, improved stretch and squash

Hello there Spine users and developers:

I have been using spine for about six months now, and I have have some suggestions to improve it's performance, and also some questions about upcoming features.

  1. Improved Stretch and Squash

Right now, it is very complicated to do proper stretch and squash animation with spine, because in most cases the scale tool just gives skewing. Some kind of editable bounding box would definitely be a little bit more efficient, without forcing the user to use FFD all the time to fulfill such basic need.

  1. Ease In, Ease Out, Ease In /Out like in Dave Logan's extension for Flash
    having a slight touch in the motion editor, and adding three buttons could speed the workflow a lot. There is a Flash extension with this feature, which one of the most popular extras of that software.
  1. IK Pinning. I am really looking forward to that feature. Right now doing idles is not simple because the bone system causes a gliding tendency on the character's feet. Any news about when it will be out? I believe that all the spinimators are drooling to the thought of getting their hands on it.
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(1) FFD is only as complicated as you make it. It could just as easily be what you described: A box with four points that you can move around. All you need to do is check the mesh for the attachment and use it right away. There's really no real need to modify the default quad mesh if it's already what you need.

(2) I think they made Graph Presets a planned feature, and that you can also make your own custom presets.
I'm not sure if they're familiar with Dave Logan's flash thing.

(3) I'm sure we all know the benefits of IK Pinning. XD

jordana +1. All hands up to you post!

The problem is that FFD is causing a lot of trouble in our pipeline, so we cannot use it, therefore, the issue with the scaling too. 🙁

Technically though, scaling is what scaling does right now.

The feature you described is FFD. Calling it "scaling" won't change what it is.

Do note that the scaling axis depends on the bone direction. Use this to your advantage to scale parts the way you want.
The bone direction really only matters for scaling so in Setup mode, don't worry about the child bones' pivots.

The current scale tool doesn't give any skewing, which is what makes it hard to do squash and stretch. All scaling is done using the local axes of the bone, so you can't squish a parent bone and have the children squish. Skew has a number of problems which is why we went this way, but we will look at revising how scaling works at some point.

You can do proper squash and stretch with FFD, though this has the drawback that FFD keys are per attachment. Switch another attachment to that slot and you'll have to do your FFD again for the new attachment. The reason is that attachments may have different meshes, so FFD doesn't for one wouldn't make any sense for the other. Even with the same number of vertices in the two attachment's meshes, you can still have the problem of the vertices being defined in a different order. You can get around this problem at runtime, by customizing the region for an attachment rather than changing attachments. This is a bit awkward though.

Graph presets are planned, as Pharan mentioned.

IK pinning happens after skinning. Keep in mind we haven't decided exactly how it will work. 🙂