//=time() ?>
#skeletember Day 17.
Speed up your rig creation! Using the create tool, select a parent bone, hold CTRL and click on one or more images, then click and drag to create a bone. The images are parented to the new bone, the new bone is named after the first image!
#madewithspine
#skeletember Day 12.
Weights are a great way to attach the ends of straps, strings, or ropes to different items and have them move independently. E.g. shoulders on one end, bag on the other end. Can also be applied to pendants, yo-yos, marionettes, and more!
#madewithspine
#skeletember Day 11.
Direct deformation can be used to match meshes as close as possible and smoothly transition from one image into a similar one.
#madewithspine
#skeletember Day 8.
You can animate a bone for the maximum movement, then adjust a transform constraint's mix (in the editor or at runtime!) to control how much that aspect of the animation is applied.
#madewithspine
#skeletember Day 7.
The behavior of the same asset can be changed in different skins by simply applying different weights!
#madewithspine
@houpoartist As you can see in the video, there are two images for the wings, each had a bone. Make sure the two wing bones are parented to the bone that is constrained to the path. Then just scale horizontally the bone of the wing to get that effect during the animation! :D
#Skeletember Day 8.
Clothes tip: control the clothes with their own independent bones, but parented to the right bones like the arms, so that it's easier to adjust a pose or make a follow-through. Here's a cloak, more will come!
#madewithspine #rigtip
Thanks for staying with me on today's stream!:D
Below, actual screencap from the stream. I had fun👾
You can find the recording here: https://t.co/TdCRkUMwo4
@Thomas_Astruc That costume takes out all the (hidden) good points of Alya! Who knew she could be this beautiful? good job!