IF JUST PIN BONES SIZE WAS ADJUSTABLE THAT WOULD BE PEREFECT FOR MAKING IMAGES 2.5D WITHOUT RELYING MUCH ON COMPLEX MESHES JUST LIKE SPINE SOFTWARE THAT DEPENDS ON BONES WEIGHTS
SimplSam wrote: ↑Fri Aug 06, 2021 4:14 am
Pin Bones are scalable (on non-zero frame).
THANK YOU SAM FOR REPLY BUT SCALING ON NON FRAME 0 AFFECTS IMAGES THAT FLEXI BIND TO BONES TOO ... I JUST WISH IN FUTURE UPDATE FOR EASIER IMAGE WARPING THAN CREATING COMPLEX MESHES THAT TAKES TIME ESPICIALLY ON COMPLEX CHARACTERS ....SOMETHING LIKE SPINE USING VERTICES AND BONES WHEGHS THAT TURNS IMAGES TO 2.5D AD 3D LOOK
Bone Meshes & Weights are a somewhat different topic to Pin Bone Size.
If you have watched/slept-through any of the 4-hour long twitch streams for Spine - you will note that a lot of the Mesh Rigging in Spine is not particularly quick.
Have you tried using Moho Quad Meshes for simple 2.5D?
Beyond that I believe Moho can be quite similar to Spine in terms of effort v/s results.
Last edited by SimplSam on Fri Aug 06, 2021 10:39 am, edited 1 time in total.
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I agree, Pin Bone display size needs to be adjustable and it needs to be adjustable for individual bones. This is something I asked about back when Pin Bones were introduced. There are workaround tricks we can use, but it should be as straightforward as dragging with a modifier key or entering a value.
To be clear, I'm talking about a Pin Bone's display size, not its scale size. Sometimes I avoid using using Pin Bones in a rig simply because the display size it too large or too small in the area where I want to use it. (In this case, I just use a regular bone, but a resizable Pin Bone would be preferable.)