@armanimationn Thank you so much for this video! But I have a question, if I may. If I need to make one skeleton out of 3 skeletons in one project, how to do it correctly? I have one character in different poses. One skeleton - initial pose, second skeleton - some intermediate poses, third skeleton - final pose. All skeletons animated to get one solid animation of the character's movement.
Hey it is impossible to answer to that question there is no streamlined process to do what you want, instead it will be through try and error, the basic idea is first you import rig then animations, and names should not conflict, also constraints wont be imported need to do from scratch
@@armanimationnThank you for quick answer! But I originally did the project with three skeletons. One common folder "Images". And then I thought that it is more correct to combine them into one skeleton. Unfortunately, I know about Constraint, it's sad... But how to restore paths to images when I move a bone from one skeleton to another skeleton, I don't understand yet... :( Let me ask one more question: purely technically I can pass the project to the development, where one character is represented by three skeletons (in the end comes out one common animation)?
@@igorvysotskiy9829 When you copy the animation from one skeleton to another skeleton, it will be automatically created new additional animation for the newly added elements . From that new animation, you can copy-paste the animation keys of the added elements to your needed animation in the skeleton where you copied the elements.
Hey AA, cheers for the video. I'm curious if there's a pipeline for: Copying a character rig (set of bones, in a hierarchy) over from one Skeleton to another that's a bigger scale. Issues I'm seeing so far: 1. When I drag the bone tree over to the new skeleton, it gets flattened. Not a big deal to redo the parent/child relations. 2. After scaling up the skeleton (by just scaling the bone tree's root), when I parent the slots (with basic image attachments) to each bone, it results in scaling them up, inheriting the same amount as the bones were given. What do you (or you guys) suggest here to copy a set of bones, scale them, then hopefully merge the old anim back onto?
@@armanimationn Ok, good to know it wasn't just me experiencing this. So in your experiences, can the animation be transferred decently - though at a smaller scale - if you globally scale the rig somehow, or modify the rig by moving (and scaling?) the bones around to the new proportions? Or is it better to just remake the rig, use the same bone names, then try the Anim Import?
@@armanimationn Do you mean the Rig, or the anim as well? I'll try remaking the rig, naming it to match, and see how the animation comes in on it. Have you had success doing that for simple character animation?
@@JessieRolan-o2p if you have animated a lot of constraints sure you cant import them any way. Deform keys cant be imported properly the vertex order changes animation breaks
Thanks for the video,really helpful! I wish to see a tutorial for how you animated the flames! I noticed you used multiple png of the flame so I'm super curious about it! :)
Awesome bhai .. thanks alot.. u sorted
an issue
thank you so much!! specially about the part of creating an empty bone that was the partent in the animation of origin
Quick and very Informative video.Thank you for Sharing!!
@armanimationn Thank you so much for this video! But I have a question, if I may. If I need to make one skeleton out of 3 skeletons in one project, how to do it correctly? I have one character in different poses. One skeleton - initial pose, second skeleton - some intermediate poses, third skeleton - final pose. All skeletons animated to get one solid animation of the character's movement.
Hey it is impossible to answer to that question there is no streamlined process to do what you want, instead it will be through try and error, the basic idea is first you import rig then animations, and names should not conflict, also constraints wont be imported need to do from scratch
@@armanimationnThank you for quick answer! But I originally did the project with three skeletons. One common folder "Images". And then I thought that it is more correct to combine them into one skeleton. Unfortunately, I know about Constraint, it's sad... But how to restore paths to images when I move a bone from one skeleton to another skeleton, I don't understand yet... :(
Let me ask one more question: purely technically I can pass the project to the development, where one character is represented by three skeletons (in the end comes out one common animation)?
@@igorvysotskiy9829 they will have to load and manage 3 spine objects and call the same animation for each object the same time to sync
@@igorvysotskiy9829 When you copy the animation from one skeleton to another skeleton, it will be automatically created new additional animation for the newly added elements . From that new animation, you can copy-paste the animation keys of the added elements to your needed animation in the skeleton where you copied the elements.
Is there a way to copy constraints with the bones?
Nope, duplicating bones will not copy constraints
@@armanimationn That's a shame. Thanks for the speedy answer!
Absolute gold! Thank you. Is there a way to transfer the constraints with the skeleton?
@@bspark6817 nope
Hey AA, cheers for the video. I'm curious if there's a pipeline for: Copying a character rig (set of bones, in a hierarchy) over from one Skeleton to another that's a bigger scale. Issues I'm seeing so far:
1. When I drag the bone tree over to the new skeleton, it gets flattened. Not a big deal to redo the parent/child relations.
2. After scaling up the skeleton (by just scaling the bone tree's root), when I parent the slots (with basic image attachments) to each bone, it results in scaling them up, inheriting the same amount as the bones were given.
What do you (or you guys) suggest here to copy a set of bones, scale them, then hopefully merge the old anim back onto?
Sorry but there is no clear pipeline for that. We face things like that also. Just solving it per project. Solution is always a bit different
@@armanimationn Ok, good to know it wasn't just me experiencing this. So in your experiences, can the animation be transferred decently - though at a smaller scale - if you globally scale the rig somehow, or modify the rig by moving (and scaling?) the bones around to the new proportions? Or is it better to just remake the rig, use the same bone names, then try the Anim Import?
@@JessieRolan-o2p there will be a lot of manual work. One thing that cant be copied is constraints, skins.. that's when i make it from scratch
@@armanimationn Do you mean the Rig, or the anim as well? I'll try remaking the rig, naming it to match, and see how the animation comes in on it. Have you had success doing that for simple character animation?
@@JessieRolan-o2p if you have animated a lot of constraints sure you cant import them any way. Deform keys cant be imported properly the vertex order changes animation breaks
for me animation is not properly running . but combined successfully ?What is the reason ?
Maybe timelines were copied to wrong bones. If there were bones with same name
Thanks for the video,really helpful! I wish to see a tutorial for how you animated the flames! I noticed you used multiple png of the flame so I'm super curious about it! :)
Oh yes just a sequence with deformed mesh
giving attachment error , unable to import images
@@Mrnobody-h7j I have no Idea what that means try sharing mote info on our discord