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  • Different bones&Meshes positions on Skin ?

Hello !

I have a question, on a current project, we have a "rather complex" rig on the face. (see attached image). With which we're trying to create emotions, 2.5D effects and so on. And we've got other characters that aren't exactly the same, with mouths and corners of the mouth in different places, eyes in different shapes and positions, noses in different shapes and positions, and so on.

So when I add them as skins, it doesn't work obviously.

So my question is, is it feasible now to make a skin, or something else, in which the positions of the bones and Edges of the meshes could be shifted to match the different faces, without ruining the faces, keeping the same mesh weight settings and so on, and so that the animations work properly? All in a non-destructive way.

For example, if I could make skins (or something else), where I could move the bones of the eyelids, the bones of the corners of the mouth, etc, to position all this in a coherent way with the new face and then be able to play the animations on all the skins without it posing a problem. And for Spine to take into account the fact that on this skin, the bones and edges are in such and such location, on another, in such and such location, etc.

Any ideas?

Thanks!

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    FogRyu I think skin constraints would help to achieve your goal: Spine User Guide - Skins #Skin constraints
    Skin constraints allow you to adjust the position of the bones and how large they will be translated for each skin. However, if you have to use a large amount of skin constraints, it is quite difficult to manage. Depending on how different each face is, you may not want to stick too closely to making all bones common using skin constraints.
    If you are not sure how to use them, please do not hesitate to ask questions.