【Spine】Basic Concepts

基本概念

Knowledge of these basic concepts is necessary to set up your own skeletons.

爲了設置你的骨架,瞭解這些基本概念是非常有必要的。

骨架

Each skeleton in the project appears in the tree view, along with all the bones, slots, attachments, and other information that make up the skeleton. A project may have multiple skeletons by choosing New Skeleton from the Spine menu.

項目樹形視圖中的每個骨架,由骨骼,插槽,附屬部件,以及其他信息構成。一個項目中,可以通過選擇Spine菜單中的New Skeleton來創建多個骨架。

骨骼

A skeleton has a hierarchy bones. Each bone has a scale, rotation, and translation which is called the bone's transform or SRT. When a bone is transformed, its children are affected. For example, moving an arm bone will also move the hand bone. This hierarchical nature of the bones make manipulating images more intuitive, allowing the animator to focus on the large scale motion. It also makes it easy to keep the distance between elements consistent, when desired.

一個骨架擁有一個骨骼的層級結構。每個骨骼都有一個縮放、旋轉和平移信息,這就是所謂的骨骼的矩陣變換或SRT。當骨骼變換時,其子骨骼也會受到影響。例如,移動手臂骨骼也將移動手掌的骨骼。骨骼的這種分層特性使得操縱圖像更加直觀,讓動畫師專注於大規模的運動。它也可以很容易地保持元件之間的距離一致,當需要時。

Bones are used for most animation in Spine, even skeletons that are not humanoid or animal. Simple skeletons can use a bone per image. Meshes can be used to animate images without using bones.

在Spine中,骨骼可用於大多數動畫,即使骨架不屬於人類或動物。簡單情況下,一張圖片可以設置一個骨骼。可用使用網格來製作圖像動畫而不需要骨骼。

附屬部件

In skeletal animation, an image, mesh or other "attachment" is attached to a bone, then when the bone is transformed (translated, rotated, or scaled) the attachment is also transformed. However, in Spine attachments are not attached directly to a bone. Instead, attachments are attached to a "slot" and the slot is attached to a bone.

在骨骼動畫中,圖像,網格或其它“附屬部件”都被附着在到骨骼上,當骨骼被變換(平移,旋轉和縮放)時,這些附件也會改變。然而,在Spine中,附件不能直接附着在骨骼上。代替方案是,附件被附着在一個插槽上,而插槽被附着在一塊骨骼上。

root is a bone with two slots, eyes and head, and each slot has an attachment with the same name.

root 是一個骨頭,有兩個插槽,分別是眼睛和頭部,並且每個插槽都有一個同名的附件附着在上面。

插槽

Slots exist to facilitate flexible draw order. The draw order for a skeleton is a list of slots, where attachments for slots higher in the list are drawn on top of those below. The draw order can be seen under the skeleton in the tree.

插槽的存在是爲了方便靈活的繪製順序。骨架的繪製順序是根據插槽的順序來顯示的,附件的插槽越是在插槽列表的上面就越早被繪製。骨架的繪製順序可以再樹形視圖中查看。

Slots decouple bones from the draw order, allowing attachments on the same bone to be drawn above and below an attachment on a different bone. For example, the torso bone has slots belly and shirt, the hip bone has slot pants. Slots allow belly to be drawn under pants and shirt to be drawn above pants, even though both belly and shirtare on the same bone.

在渲染順序中,插槽和骨骼的嵌套,這允許同一骨骼下的附件被繪製在另一附件骨骼的上面和下面。

A slot can have any number of attachments, but only one attachment can be visible at any given time. A slot cannot have multiple attachments visible at the same time because the order those attachments are drawn would be undefined.

Slots also group attachments of the same type. For example, a weapon slot may have a knifeswordaxe, etc. Only the weapon slot appears in the draw order, which simplifies managing the draw order when the skeleton has a large number of attachments.

Next: Images  Previous: Getting Started

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