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Hello!
I've been searching for a while but can't find if it's possible to do this. I have an IK that is affecting some bones and I need to change some values in different animations. I realized that I can make changes in the mixing and store keyframes but the changes of the offset is global even if i try to change it from the Animate mode. It's not possible to do this, right? Or I'm doing something wrong?

Thank you!

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For more context, I'm trying to have a character with different ranged weapons types so for 2 handed weapons I'm using that IK but for pistols I need to tweak those offset values.

My plan B is having another IK just for pistols but it doesn't sounds as the cleanest solution.

    Pixelsmil It is the correct solution to have a transform constraint for each position that you want to be matched to. If you change weapons using skins, it is possible to activate certain constraints only while a particular weapon skin is active by adding the corresponding constraints for the skin. See the "Skin sonstraints" section of the Spine User Guide for more information: https://esotericsoftware.com/spine-skins#Skin-constraints

    You could have different constraints for each different kind of gesture, and if you're worried about performance, you can turn each of these gun/pistols/firearm into a separate skin and add the respective constraints to have them work to the skin
    http://esotericsoftware.com/spine-skins#Constrained-bones

    If skins are not an option, you could choose to layer animations as in the Spineboy example project:
    http://esotericsoftware.com/spine-examples-spineboy#Layering-the-aim-animation

    Ok, fixed!.
    I wasn't understanding correctly how to use constraints. What I did is just keeping one IK and add more transform constraints so now I can have any weapon type. I will consider using skins to manage those, thanks for the example! You helped me a lot.

    Thanks for the fast reply!

    4 mois plus tard

    Just to clarify that answer (it popped up on my search)...
    Is it correct that none of the Offset values on a transform constraint are keyable, animatable? That seems to be what's indicated here, just not so explicitly.
    I'd like to have a character flip an upward-pointing wand into the air, then grab it, constrained once again in her hand but now downward pointing. Changing the Offset -> Rotate 'does' that when the mix values are re-set to 100, but that Offset -> Rotate attribute is not keyed. Seems I should create a 2nd constraint for that.
    Do you know if keyable offsets are on a list for later releases, in development? I'd find that very handy - fewer modules/controls = better.
    Thanks!

    You're correct, transform constraint offset is not keyable and using a second constraint could be a solution to have the wand pointing downward after the flip. Another option might be to check Relative, then you could key the wand to rotate +180 degrees.

    It could be useful to key offset sometimes, though we don't have short term plans to do so.