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@@ -81,7 +81,8 @@ create a child sprite and load the torso, later accommodate it properly:
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.. image:: img/tuto_cutout3.png
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This looks good. Let's see if our hierarchy works as a skeleton by
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-rotating the torso:
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+rotating the torso. We can do this be pressing ``E`` to enter rotate mode,
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+and dragging with the left mouse button. To exit rotate mode just hit ``ESC``.
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.. image:: img/tutovec_torso1.gif
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@@ -190,7 +191,7 @@ skeletons, a chain of nodes must be selected from top to bottom:
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.. image:: img/tuto_cutout11.png
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-Then, the option to create a skeleton is located at Edit > Make Bones:
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+Then, click on the Skeleton menu and select ``Make Bones``.
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.. image:: img/tuto_cutout12.png
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@@ -230,7 +231,15 @@ The result resembles a skeleton a lot more, and now the arm and forearm
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can be selected and animated.
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Finally, create endpoints in all meaningful extremities and connect the
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-whole skeleton with bones up to the hip:
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+whole skeleton with bones up to the hip.
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+
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+You may notice when connecting the hip and torso, that an extra bone is created.
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+To fix this, select the root and hip node, open the Skeleton menu, click ``clear bones``.
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+
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+.. image:: img/tuto_cutout15_2.png
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+
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+
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+After fixing that your final skeleton should look something like this:
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.. image:: img/tuto_cutout16.png
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@@ -348,8 +357,10 @@ Batch setting transition curves
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When creating really complex animations and inserting lots of keyframes,
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editing the individual keyframe curves for each can become an endless
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-task. For this, the Animation Editor has a small menu where changing all
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-the curves is easy. Just select every single keyframe and (generally)
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-apply the "Out-In" transition curve to smooth the animation:
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+task. For this, the Animation Editor has a small menu where changing
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+animation curves is easy. First select the appropriate keys. Next click on the
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+pencil icon in the bottom right of the animation panel, this will open the
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+transition editor. Now click on one of the curve options most appropriate for
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+your animation.
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.. image:: img/tuto_cutout24.png
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