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  • How could I optimize the bones origin export on this setup ?

Hey,
I have a small thing that bothers every time I need to export a skeleton. It's probably related to the way I built though.

What I need to do is to have all those <angle>-root bones at origin (0,0) when exported (see screenshot). Each one of those roots is a character direction. If an user is moving top (or 0 angle) I change the skin to 0-root. If an user is moving down (180 angle) I change the skin to 180-root.

The problem is: on export step I need to move all the root bones to origin (0,0) , otherwise the character will appear in an offset position when the skin is changed.

I could stack all the root bones to origin (0, 0) when I'm creating the animations. The problem with this approach is that all bones appear on top of each other and everything becomes a mess (see screenshot).

Is there a way to overcome this?

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  • संपादित

Hello,
If you only have this inconvenience on export, you can probably keep things as they are. Especially if you have each direction in its own skeleton, in which case you can reduce the visual clutter by deactivating the skeleton visibility in the tree.

You can actually do the same by right-clicking the visibility dot of the parent bone of each direction, in case they are all inside the same skeleton. This will not have an impact at runtime so it can be very useful in reducing the visual clutter.

Hovewer, the best option I would recommend is to try to reuse the bones you already have, as illustrated in our latest Twitch streams series here:

Reuse the bones..makes sense, I have the same amount of bones in each direction. Great!
btw, I like your videos 🙂
Thanks Erika!