Objective
First, this article demonstrates the use of spine Trial version of v1.9.17, in addition to not export and save, all functions are complete. Used to learn completely enough. Because it cannot be saved and exported, so the official has pre-animated each example, all the animation data, put in the installation directory, the program buddies can directly take to test the runtime.
Second, the pro Word on the button indicates that this feature belongs to the Professional edition. Details crossing net contrast.
Third, the mouse hover on the tool button a few seconds will appear prompt, (simple introduction and hotkey). Press F1 on hover to display prompt information immediately. (Even if you can't read English, you can read the hotkey letters, right?) ) 。
Four, this tutorial with "Spine practical Skills Daquan", mutual supplement. Some of the features of the specific use, have already written a tutorial, here will not repeat.
1. Assembly modeSetup Mode
Spine has two modes of assembly and animation, as the name implies that the assembly mode is used to set the role, all create delete actions: Create bones, createIK, adding pictures, creating networks, and so on are all done in assembly mode. When you create a new animation, the initial state of the character is inherited from the assembly mode. You can also return to assembly mode at any time to adjust the initial parameters of the animation, then the existing animation will be changed accordingly. Always be aware of what patterns you are in, and can eliminate most of your confusion. Flexible use of this feature, you can also easily adjust the role of the form of uniform. Functional Area Description
1. Main Menu: Click here to pop upSpine main Menu, according to the habits of the Earth civilization, General: Open, Save, new, export, import, system settings, such as the functions are put here. 《Spine Practical Skills DaquanExplained in
2. Project name: The file name of the current project is displayed here.
3. Current mode: "CTRL + TAB "inSwitch between the assembly mode and animation mode of the spine.
4. The Hierarchy tree window button: "CTRL + T "Click to expand and close the Hierarchy window and drag to resize the window.
5. Hierarchy Tree window: Outline directory displayed in tree structure, all objects in the project are here, equivalent toThe Navigation pane on the left side of Windows Explorer.
6. Ribbon: It is the extension panel at the bottom of the hierarchy window, similar toThe options bar above PS changes depending on the selection. Node: New, delete, copy, rename, change hierarchy, modify properties, etc. most of the operations are here. Choose a variety of nodes yourself, and see the results.
7. Trial Version: This is only shown in the trial version, meaning to tell you that this is a trial version. If you see this don't ask again, why I can't export, why I can't save this kind of problem. Different versions of the functional differences on the official website can be viewed: http://zh.esotericsoftware.com/spine-purchase
8. Current object: The name of the currently selected object. If more than one object is selected, only the quantity is displayed.
9. View Zoom Control: "CTRL + F, CTRL + SHIFT + F, CTRL + SHIFT + ALT + F "is to zoom in and out of objects in the scene to make it easier to display, then click on the icons to see the effect."
10. Tool: This panel is called the tool, from top to bottom respectively isIK "B", weighted "G", creates the skeleton "N". (to illustrate, this is the pose and the right-level directory of the constraints don't confuse, in fact, in other software, these two things are together called IK, in this split into two halves )
11. Transform tool: Here is the rotation, displacement, scaling, the right of the small key is the K-frame button. Green indicates that the value is unchanged, yellow indicates that the value was changed, but no keyframe was created, and red indicates that the value has been changed and keyframes have been created. (Supplemental note: Spine See the small key (K-frame button), it means that there is a keyframe can be created. Currently known K-frame button in addition to the 11 area is in area 6th, area 5th is also the second column of the list. )
12. Coordinate system: Current, parent, world. This will not explain, do not understand the Google bar.
13. Offset transformation: The main purpose is to rotate, shift, and scale the parent object, keeping its sub-objects motionless.
14. Options: This is a control switch that is optional for bones, pictures, bounding boxes, and whether they are displayed. Try it yourself.
Skills
1. Pan View: Right-click the pan view.
2. Zoom View:1. Wheel Zoom, 2, Hotkey Scaling "CTRL + F, CTRL + SHIFT + F, CTRL + SHIFT + ALT + F "
3. Rotation displacement scaling: After selecting the bone, left-click in the blank area to drag, so as to avoid the embarrassment of the mistake.
4. Middle Key Box Select: The above function is really good, but usually used to use the left-click box, but when the skeleton is selected, the box is the pit father. At this point, you can use the middle button, like the box selection effect.
5. Deselect: Double-click the left, the blank in the single-hit button,ESC key, Space bar (I used to play with spaces, so this hotkey I do not use the official settings )
6. Move only the parent: see the Ribbon offset transformation
7. PS to Spine: The original picture in PS, slice layered, and then use the script into the Spine, the animator just add bones can be animated. What the? Are you still in a bit of a pair of pictures? Let's see "psd_ Export to _spine.pdf".
8. Create bones: When you create a bone, hold down shift and you can directly make the highlighted picture a sub-object. And the skeleton will be named after the picture, convenient.
9. Redraw bones: Created bones want to adjust how? Just press Alt and re-draw once. Level or something, it doesn't change at all. (You can also work with shift when redrawing .) )
10. Bone Length: In the state of rotation, displacement, scaling, the mouse near the end of the bone, when the small red circle, you can directly drag to adjust the length of the bone.
11. When the object is selected, you can drag and drop the displacement, rotation, and zoom actions directly in the blank area of the scene, not necessarily pressing the mouse over the object.
2. Animation modeAnimate Mode
Spine has two modes of assembly and animation, animation mode only creates animations for objects that already exist, does not delete any existing objects, but changes the property parameters of the objects already in existence. When you create a new animation, the initial state of the character is inherited from the assembly mode. You can also return to assembly mode at any time to adjust the initial parameters of the animation, then the existing animation will be changed accordingly. Always be aware of what patterns you are in, and can eliminate most of your confusion. Flexible use of this feature, you can also easily adjust the role of the form of uniform.
Functional Area Description
1. Photographic Watch(Time axis):【CTRL + D "holdDopesheet button Drag to adjust the window size. This is the main battlefield for animators. All keyframe data is displayed here. The data for the photographic table is also displayed at the level. When no object is selected, the dope sheet displays keyframe data for the entire role by default, and the first line is the current action name, equivalent to: Hierarchy tree(Tree) > Animation node(animations) The action that is currently displayed.(Small eyes that column is a display switch)
2. Current frame: You can enter a number to achieve a jump.
3. Loop start point: Click the set current frame as the starting point and click Remove again. It is useful to turn on the loop and set the end point.
4. Loop end point: Click to set the current frame as the end point and click Remove again. It is useful to turn on the loop and set the starting point.
5. Auto-Keyframe: This doesn't explain.
6. Phantom:(Actually isOnion skins in flash, no useFlash does not matter,Google a little bit, we'll know.It is only used to assist in the drawing preview effect, cannot output.
7. Playback control: theSpine Practical Skills DaquanAnd then there's the second one. There's no more talking here.
8. Collapse Expand: Collapses and expands the hierarchy object in the dope sheet.
9. Lock display: Locks the objects displayed in the photography, and when you re-elect another object, the camera table does not change.
10. Refresh the Dope sheet: With the camera locked, update the dope sheet to display the currently selected object.
11. Select the object in the dope sheet: When the camera is locked, it allows you to quickly select the objects displayed in the dope sheet.
12. Copy cut Delete paste: These few things will not say it.
13. Overall translation keyframe: Just holdAlt moves the function of a keyframe.
14. Modify the object at the same time on multiple frames: for example, to move the character in all frames and forward n units.
15. Flip Animation: When the keyframe is scaled, the rollover effect can be achieved if the other boundary is crossed. (as if the default is so, not open this is the same)
16. Play button: Earth Universal, not much to say.
17. Loop switch: "Ctrl + R" turns on and off loop playback.
18. Curve Editor: This should be the main battlefield of animators. But in spine, the curve editor is only a supporting role. Only over two frames can be displayed.
19. Over-the-way: Support linear, Bessel, step three.
20. Match curve: Matchcan achieve the effect of copying curves. Select the frame you want to copy, and then select one or more target frames. The curve of the source frame is bright, and the curve of the target is gray. Click the Bezier handle and the target will automatically match. (The mouse is close to the plug handle and will react.) In other words, in fact it is not open this function, you adjust the curve only affects the first selection of the frame, if it is open, it also affects all the selected frames.
Skills
1. Single Frame Select all(Key frame): Click on the first line(Action name this line), you can select all the keyframes on this frame by selecting the key frame icon on the Similarly, if any parent is selected, the keyframes for the properties below it are selected. Like Bones.
2. Multi-Frame Box selection(Key frame): Of course, you can also select this line, so all keyframes in the scene are selected. The color of the
3. keyframe: The color of the keyframe marker corresponds to its associated property, and white indicates that multiple attributes under this parent have created keyframes.
4. Frame Selected keyframe: Press and hold ctrl while dragging, you can frame the keyframe. This is mainly convenient when the mouse is located at the time of the key frame, if directly pressed to become a point of choice. For example, from the 0 frames start to the right, which is a situation that many friends have struggled with.
5. move a non-integer frame: Press and hold shift drag the keyframe simultaneously to move the half frame. (less)
6. overall translation (Keyframe alt the keyframe at the same time, you can pan all the keyframes on the right.
7. copy keyframes: On the keyframe to be copied, press and hold the ctrl + shift + Left mouse button ". Release "ctr + shift", left mouse button, move to the position you want.
8. Copy curve: View the Ribbon description matching curve.
9. turn on loop: "ctrl + r" switch switching.
3. Hierarchy Tree windowTree
The Hierarchy tree window is relatively informative, so it is explained separately. "Ctrl + T" expands and closes the hierarchy window.
The Hierarchy tree window, which is a tree-structured display of outline catalogs, where all objects in the project are, equivalent to the Navigation pane on the left side of Windows Explorer. The basic operations of node creation, deletion, renaming, and property adjustment are made in the extension bar below the hierarchy tree window. It displays the appropriate options depending on the selected object.
Functional Area Description
1. Display filter switch: Bone, resource folder(Slot), attachment(attachments). Turn on the display, turn off the display.
2. Focus to Selection: The object is selected in the scene, and the hierarchy tree automatically jumps to show it.
3. Text substitution: In theSpine Practical Skills DaquanThe 6th in this section is explained.
4. Hierarchy tree Body: Three columns, first column: Display switch, second column: Keyframe button (only the animation mode is displayed, the Small key button is the same as the Transform tool panel), and the third column: Hierarchy node.
5. Node Description:
A) character skeleton: Top villain icon. Multiple role skeletons can be created in a project. Under the skeleton are some of the major types of child nodes. Unlike other nodes, the Create button for the role skeleton is in the main menu.
b) Skeleton: The skeletal hierarchy of the characters is recorded here.
c) Display hierarchy: The display layer and the bone level are two concepts. Picture front and back occlusion relationship, here to adjust.
d) Picture path: This shows the image resources on the hard drive.Spine simply refers to the picture from the path and does not lead the file into the project. The contents of the folder on the hard disk are displayed intact.
E) Skin: This is a skin-changing function, it is used to change the appearance of the role, such as the official example of the Goblin, male and female switch. It and skinned are two things. Multiple skin scenarios can be created for the role, and they will all be stored under this node. Please see for details. 《Spine_skins_ Skin Switch_20140405.pdf "
f) Animation: A character can create multiple actions, all stored under this node.
g) Event: This is mainly used to send parameters to the program at run time. Create an Event object node, and then press the program requirements on the specified frameThe parameter specified on K. In fact, do not see the incident, it is highly abstruse. In the editor, you think of it as a skeleton,Interger,float,string three properties in fact, as with the rotation position scaling essentially, you just as usual, according to demand at the corresponding timeK-Frame, on the line.
h) constraint: for lockingIK, the key frame effect of pedaling, which is often said in character animation "fixed foot." Take a look at the relevant tutorials:Spine_ik constraints_20140621 ","Spine Reverse Dynamics Tool(IK) _ Official Document Chinese version_20140726.pdf "
6. Node Name: The name of the node. Three buttons on the right are copied, renamed, deleted.
7. Bone Length: Bone length is0 o'clock, a cross icon is displayed. It just doesn't look the same, it's no different from the other bones.
8. Inheritance Transformation: The default sub-object inherits the parent's transformation properties. Zoom, rotate, tick or cancel on demand.
9. Bone color: plus the color is good to recognize.
10. Create: Bones, folders can be created under bones(Slot), skin placeholder(Skin Placeholder), bounding box(Bounding Box). Don't ask why you can't create pictures so2 of the problems. All said the picture is from the picture(Images) dragged into the door.
11. Set Parent: "P ", select the object, pressP, then click Parent. The selected object flew over to the family as a son. In fact, it is convenient to use the mouse to drag and drop directly in the hierarchy tree.
12. Activate the boundary: it's equivalent to a bounding box on the point and can be used to make a collision. I wish I hadn't guessed it wrong.
13. The path to the picture: the front saysSpine pictures are only referenced from the hard disk. So how does it come to confirm the path of the picture? The path where the project is located+ Images'sPath property+ The path of the picture. This is an image path that is ultimately used for display. If the picture shows a problem, then you put the three paragraphs together to see if the position is correct. This aspect of the problem can be seen in theSpine Practical Skills DaquanIn the 6th.
14. Activate the grid: Tick the picture to turn it into a mesh object.
15. Reference back: Hook on its image becomes a reference map, in the scene is not selectable, only in the editing animation display, not output to the final animation data.
16. Color Overlay: Overlay color, adjust transparency, etc. (This can only be set in assembly mode and cannot be changed in animations). To animate color and transparency, please manipulate the resource folderThe corresponding property on the (Slot).
17. Display level: The picture before and after the display relationship in here to adjust, you can directly drag the mouse, you can also select, with the keypad "+-" number adjustment (can match shfit). Not necessarily in the hierarchy tree, you can select the picture directly in the scene or press the keypad's "+-" number adjustment. (Supplementary description Animation mode can not select the picture, because there is no animated property on the picture, but the picture found in the grid can be selected, because the network has animation can do)
18. Picture folder: Displays the contents of the hard drive here. The hard drive path is the directory + Path value where the project file resides . Change Path No response can be refreshed by pressing refresh .
19. Skin: There is only one create button, not much to say.
20. Animation: There is only one created here.
21. Event: This also has only one created.
22. Constraints: This is also only one created.
Skills
1. Hierarchical relationship: Usually the skeleton can be placed under: Bone > Slot > (picture, Network, skin placeholder, bounding box ), the skin placeholder can put pictures, network.
2. Show hidden sub-objects: The students are aware that the first column of the level goal is the display switch, click on it can switch looming, but I want to say with right click, you can hide the object together, you know? (But not perfect, because it's not implemented in a hierarchical relationship, it's just a matter of helping you turn on and off the display of sub-objects).
3. Create a Node: Shortcut method Double-click on the type node to create this type node directly. General method, select the Type node and click the corresponding Create button in the extensions panel below the hierarchy tree window.
4. Expand and collapse nodes: Right-click the node name to expand and collapse.
5. Adjust the display level: See Ribbon 17 Display level
Spine Introduction to the Understanding interface