官網鏈接:http://zh.esotericsoftware.com/spine-tips#7-holdingweapon?tdsourcetag=s_pcqq_aiomsg
考慮到機翻有一些不標準,且美術多少英文苦手,因此筆者對官方的Spine Tips進行了翻譯,附帶了原文以便對照。
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.
設置圖像文件夾,然后把圖片拖動到你的項目中的指定位置;或者,使用PhotoshopToSpine腳本可以把你的圖片導入Spine,并放置在正確的位置,這種做法可以節(jié)省大量時間。(備注:腳本在Spine安裝目錄下的script文件夾可以找到)



將該腳本放置至ps根目錄下的\Presets\Scripts,如下圖所示:

即可在photoshop內找到該腳本

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中用骨骼進行模擬!使用IK約束(動力學約束)來模擬肌肉的收縮。

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.
虹膜稍微滯后于瞳孔,可以使眼睛顯得跟有層次感。這可以通過變換約束,或者將虹膜網格化并綁定到瞳孔與眼睛的的骨骼上進行實現(xiàn)。

4.A basic dog running animation. Quadrupeds vary a lot! Always use references of their actual bone structure for your rigs.
這是一個基本的狗的奔跑動畫。 四足動物變化很大! 可以使用這個骨骼結構作為你的項目的參考。

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.
這是通過變換約束和智能使用權重實現(xiàn)的2.5D效果。 這是一個為角色的臉部添加深度或構造復雜透視效果的好方法。

6.Shoulders can be difficult to rig. Add additional bones and weight your shoulder meshes for much better bending behavior.
肩膀經常會感覺很難綁定??梢?添加額外的骨骼并對肩部網格進行加權,以獲得更好的彎曲效果。

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.
可以通過打開/關閉變換約束來臨時模擬父母骨骼。 在這個例子中,我們通過激活兩個約束去握持雙手劍。

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.
這是一個簡單的2.5D效果,僅將圖片網格化并綁定在一個靜止骨骼和一個用于控制的骨骼上。 非常適合用于角色的裝備,可以減少骨骼和約束的數量。

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.
以下是一個鞋的正視圖,3/4側視和側視圖的示例。 在3/4側視和側視圖中,通過在底部構建一個三角形,讓鞋底呈一條線,而這個三角形的頂點則是腳趾應該彎曲的位置。

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.
在給衣服制作動畫時,給它們自己獨立的骨骼,以便更容易地調整姿勢或制作其他動作。 將衣服的骨骼安放在他們應在的父骨骼上,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.
多個姿勢或方向可以也使用單個骨架進行創(chuàng)建。但每個姿勢和方向都需要有自己的附件。 在制作特定方向的動畫時,僅需要調整該方向的附件的可見性并根據需要調整骨骼。

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.
長衣服,如斗篷或連衣裙,可以通過將衣服網格僅綁定于衣服骨骼來組裝,然后將衣服骨骼作為在他們應該遵循的身體骨骼的子骨骼。

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頂點數量! 力爭使用最少的數據達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單個動畫。 僅通過使用不同的皮膚就可以實現(xiàn)換裝!

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!
制作平滑彎曲并不需要復雜的設置。這里魚竿和釣魚線各有2個骨頭,僅使用了網格加權。 在制作這個動畫的過程中并沒有使用動作路徑!

16.When using a transform constraint setup where one bone inversely follows another, scaling one or both bones can result in interesting perspective effects!
當使用變換約束設置時,一個骨骼反向跟隨另一個骨骼,縮放一個或這兩個骨骼可以產生有趣的透視效果!

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!
這個火焰由三個重疊的圖像組成,第二個圖像的混合設置為加法。 K一下alpha和旋轉,然后復制并縮放變化。 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!
這是一種使用4個骨骼和IK來組裝四足動物的后腿的方法。 許多動物的骨骼只是與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!
簡單,標準化的,(純色的)身形多為圓形的角色可以很好的做出偽3D的效果。 在正面視圖中裝配角色,然后調整骨骼位置,以及圖片(附件、插槽)的層級與可見性,可以利用視覺錯誤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!
這是使用3個骨骼和2個IK約束來裝配四足動物前腿的方法。 很像人類的肢體!

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.
組裝一個2.5D的面部。 將面部網格分割,并分別由各個面部骨骼控制。 將這些骨骼作為控制骨骼的子骨骼以獲得透視效果。 進行測試使其在極端位置也有良好的顯示效果。

22.Quickly make sparkles using key Adjust! It gives off an "under the sea" or spiraling effect, yet it's only zigzagging.
使用“調整”功能來快速制作閃光!這里制作了一種在海底氣泡螺旋上升的效果,但其實它僅僅只是波浪線而已。

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.
使用網格功能具有挑戰(zhàn)性,因情況而異,沒有絕對規(guī)則。 這是用于創(chuàng)建面部網格的邏輯的細分。 使用圖像中的邊和輪廓作為網格邊緣的參考線。

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.
這5個蛋糕裱花是由兩個骨骼控制的網格的權重,創(chuàng)造了一種類似于動作路徑功能的效果,而沒有實際使用Spine的動作路徑功能。

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.
服裝層可以用骨骼層進行裝配。 白色裙子由一組骨骼獨立控制,這些骨頭是綠色裙子的骨骼的子骨骼,最后這些綠裙子的骨骼則為大型控制骨骼的子骨骼,以便于調整。

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.
患有滑腳綜合征? 暫時將您的角色K上移動的數據或約束到路徑以檢查和修改您的步行動畫! 一旦您對自己的腳感到滿意,請刪除之前的改動。

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.
讓人們更難發(fā)現(xiàn)你的關鍵幀! 創(chuàng)建一個包含兩個pose的循環(huán),添加曲線,然后偏移子骨骼(錯幀),以保證每個循環(huán)的開始都是等間隔的。

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!
這是在演示如何使用裝配翅膀并制作一個拍翅膀的動畫。 更新綁定按鈕可讓您在骨骼位置不同時輕松綁定兩個圖像!

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.
“權重”視圖中的骨骼順序控制網格三角形的繪制順序。 使用此選項可控制網格與自身重疊的方式。 骨骼位于列表中的下方越遠,將繪制具有受其權重影響最大的頂點的三角形。

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圖像上都有輪廓線,則可以創(chuàng)建保留其輪廓以適應所有旋轉的圖像。

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!
使用平移或比例來模擬正面旋轉,可以為您的動畫增加深度和表現(xiàn)力。這好像手臂的手勢在真正的朝著你!

官方spine案例演示:http://zh.esotericsoftware.com/spine-demos
如有任何需要,或者文中有任何錯誤,可與我聯(lián)系進行交流,qq361456663。