官网链接:http://zh.esotericsoftware.com/spine-tips#7-holdingweapon?tdsourcetag=s_pcqq_aiomsg
考虑到机翻有一些不标准,且美术多少英文苦手,因此笔者对官方的Spine Tips进行了翻译,附带了原文以便对照。
1.Set the images folder, then bring images into your project by dragging them into position. Or, save a LOT of time by using the PhotoshopToSpine script to bring your images into Spine all at once, in the correct positions.
设置图像文件夹,然后把图片拖动到你的项目中的指定位置;或者,使用PhotoshopToSpine脚本可以把你的图片导入Spine,并放置在正确的位置,这种做法可以节省大量时间。(备注:脚本在Spine安装目录下的script文件夹可以找到)
将该脚本放置至ps根目录下的\Presets\Scripts,如下图所示:
即可在photoshop内找到该脚本
2.Muscles can be simulated with bones in Spine! Use an IK constraint to mimic the muscle's contraction.
肌肉可以在Spine中用骨骼进行模拟!使用IK约束(动力学约束)来模拟肌肉的收缩。
3.The iris follows the pupil with a bit of lag, to give the eye more depth. This can be achieved with transform constraints, or by simply turning the irises into meshes and binding them to both pupil and eye bones.
虹膜稍微滞后于瞳孔,可以使眼睛显得跟有层次感。这可以通过变换约束,或者将虹膜网格化并绑定到瞳孔与眼睛的的骨骼上进行实现。
4.A basic dog running animation. Quadrupeds vary a lot! Always use references of their actual bone structure for your rigs.
这是一个基本的狗的奔跑动画。 四足动物变化很大! 可以使用这个骨骼结构作为你的项目的参考。
5.Here's a 2.5D effect achieved with a transform constraint and smart usage of weights. This is a great way to add depth to character faces or create complex perspective effects.
这是通过变换约束和智能使用权重实现的2.5D效果。 这是一个为角色的脸部添加深度或构造复杂透视效果的好方法。
6.Shoulders can be difficult to rig. Add additional bones and weight your shoulder meshes for much better bending behavior.
肩膀经常会感觉很难绑定。可以 添加额外的骨骼并对肩部网格进行加权,以获得更好的弯曲效果。
7.Parenting bones can be simulated temporarily by turning transform constraints on/off. In this example, we activate two constraints to hold a two-handed sword.
可以通过打开/关闭变换约束来临时模拟父母骨骼。 在这个例子中,我们通过激活两个约束去握持双手剑。
8.Here's a simple 2.5D effect using only a mesh weighted to both a stationary bone and a control bone. Great for gear attached to a character and to reduce the number of bones and constraints.
这是一个简单的2.5D效果,仅将图片网格化并绑定在一个静止骨骼和一个用于控制的骨骼上。 非常适合用于角色的装备,可以减少骨骼和约束的数量。
9.Here are examples for a shoe in front, 3/4, and side views. In the 3/4 and side views, form a triangle so that the base has a straight line and the opposite vertex is where the toes should bend.
以下是一个鞋的正视图,3/4侧视和侧视图的示例。 在3/4侧视和侧视图中,通过在底部构建一个三角形,让鞋底呈一条线,而这个三角形的顶点则是脚趾应该弯曲的位置。
10.When animating clothes, give them their own, independent bones to more easily adjust a pose or animate secondary motion. Parent the clothes' bones to the bones they should follow, like arms or legs.
在给衣服制作动画时,给它们自己独立的骨骼,以便更容易地调整姿势或制作其他动作。 将衣服的骨骼安放在他们应在的父骨骼上,比如手臂或腿。
11.Multiple poses or directions can be created using a single skeleton. Each pose or direction gets its own attachments. When animating a specific pose, attach only the attachments for that direction and pose the skeleton as required.
多个姿势或方向可以也使用单个骨架进行创建。但每个姿势和方向都需要有自己的附件。 在制作特定方向的动画时,仅需要调整该方向的附件的可见性并根据需要调整骨骼。
12.Long clothes, like a cloak or dress, can be rigged by parenting the clothing mesh only to clothing bones, then parent the clothing bones to the body bone they should follow.
长衣服,如斗篷或连衣裙,可以通过将衣服网格仅绑定于衣服骨骼来组装,然后将衣服骨骼作为在他们应该遵循的身体骨骼的子骨骼。
13.Don't go overboard with the number of bones and vertices! Always use the least number that give the effects you need.
不要使用太多的骨骼和顶点数量! 力争使用最少的数据达到你需要的最佳效果。
14.The example below is a single animation on the same skeleton. The visual variety is achieved solely by using different skins!
下面的例子是同一骨架上的单个动画。 仅通过使用不同的皮肤就可以实现换装!
15.Smooth bending doesn't need complex setups. The rod and fishing line each consist of 2 bones, to which a mesh is weighted. No paths were used in the creation of this example!
制作平滑弯曲并不需要复杂的设置。这里鱼竿和钓鱼线各有2个骨头,仅使用了网格加权。 在制作这个动画的过程中并没有使用动作路径!
16.When using a transform constraint setup where one bone inversely follows another, scaling one or both bones can result in interesting perspective effects!
当使用变换约束设置时,一个骨骼反向跟随另一个骨骼,缩放一个或这两个骨骼可以产生有趣的透视效果!
17.The flame consists of three overlapping images, with the second image's blending set to additive. Animate alpha and rotation, then duplicate and scale for variation. Voila, a birthday cake!
这个火焰由三个重叠的图像组成,第二个图像的混合设置为加法。 K一下alpha和旋转,然后复制并缩放变化。 瞧,生日蛋糕!
18.Here's one way to rig a quadruped leg, using 4 bones and IK. Many animal skeletons are just human skeletons with different proportions!
这是一种使用4个骨骼和IK来组装四足动物的后腿的方法。 许多动物的骨骼只是与人的骨骼不同比例而已!
19.Simple, modular characters with mostly round shapes can fake 3D well. Rig the character in a frontal view, then animate bone positions and attachment visibility to create other views!
简单,标准化的,(纯色的)身形多为圆形的角色可以很好的做出伪3D的效果。 在正面视图中装配角色,然后调整骨骼位置,以及图片(附件、插槽)的层级与可见性,可以利用视觉错误做出角色不同角度的效果
20.Here's how you can rig the front leg of a quadruped using 3 bones and 2 IK constraints. Quite similar to a human limb!
这是使用3个骨骼和2个IK约束来装配四足动物前腿的方法。 很像人类的肢体!
21.A 2.5D facial rig. Split the face mesh up into sections controlled by face bones. Parent these bones to a control bone for a perspective effect. Test that it works even in extreme positions.
组装一个2.5D的面部。 将面部网格分割,并分别由各个面部骨骼控制。 将这些骨骼作为控制骨骼的子骨骼以获得透视效果。 进行测试使其在极端位置也有良好的显示效果。
22.Quickly make sparkles using key Adjust! It gives off an "under the sea" or spiraling effect, yet it's only zigzagging.
使用“调整”功能来快速制作闪光!这里制作了一种在海底气泡螺旋上升的效果,但其实它仅仅只是波浪线而已。
23.Meshes are challenging and vary from case to case with no absolute rules. Here's a breakdown of the logic used to create a facial mesh. Use edges and outlines in the image as guides for edges in the mesh.
使用网格功能具有挑战性,因情况而异,没有绝对规则。 这是用于创建面部网格的逻辑的细分。 使用图像中的边和轮廓作为网格边缘的参考线。
24.The 5 whipped cream toppings are meshes weighted to and controlled by only two bones, creating a path like behavior without actually using Spine's path features.
这5个蛋糕裱花是由两个骨骼控制的网格的权重,创造了一种类似于动作路径功能的效果,而没有实际使用Spine的动作路径功能。
25.Layers of fabric can be rigged with layers of bones. The white skirt is independently controlled by a set of bones, which are parented to the green skirt’s bones, which are parented to the large control bones for easy adjustments.
服装层可以用骨骼层进行装配。 白色裙子由一组骨骼独立控制,这些骨头是绿色裙子的骨骼的子骨骼,最后这些绿裙子的骨骼则为大型控制骨骼的子骨骼,以便于调整。
26.Suffering from sliding feet syndrome? Temporarily translate or constrain your character to a path to check and modify your walk animations! Once you are happy with your feet, remove the translation.
患有滑脚综合征? 暂时将您的角色K上移动的数据或约束到路径以检查和修改您的步行动画! 一旦您对自己的脚感到满意,请删除之前的改动。
27.Make it harder for people to spot your keyframes! Create a loop with two poses, add curves, then offset the children so that the start of each loop is equally spaced.
让人们更难发现你的关键帧! 创建一个包含两个pose的循环,添加曲线,然后偏移子骨骼(错帧),以保证每个循环的开始都是等间隔的。
28.Here's how to rig a wing with two images that are being swapped for a flapping animation. The Update Bindings button lets you painlessly bind two images when the bone positions are different!
这是在演示如何使用装配翅膀并制作一个拍翅膀的动画。 更新绑定按钮可让您在骨骼位置不同时轻松绑定两个图像!
29.The order of bones in the Weights view controls the order the mesh triangles are drawn. Use this to control how a mesh overlaps itself. The further down a bone is in the list, the earlier the triangles with vertices most affected by its weights will be drawn.
“权重”视图中的骨骼顺序控制网格三角形的绘制顺序。 使用此选项可控制网格与自身重叠的方式。 骨骼位于列表中的下方越远,将绘制具有受其权重影响最大的顶点的三角形。
30.If you have outlines on both the upper and lower limb images, you can create images that retain their outline for all rotations.
如果您在上肢和下肢图像上都有轮廓线,则可以创建保留其轮廓以适应所有旋转的图像。
31.Use translation or scale to simulate frontal rotation, adding depth and expressiveness to your rigs. Here it seems as if the arm gestures disapprovingly towards you!
使用平移或比例来模拟正面旋转,可以为您的动画增加深度和表现力。这好像手臂的手势在真正的朝着你!
官方spine案例演示:http://zh.esotericsoftware.com/spine-demos
如有任何需要,或者文中有任何错误,可与我联系进行交流,qq361456663。