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When removing weights from a mesh, attachments gets rotated #241

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erikari opened this issue Aug 11, 2017 · 6 comments
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When removing weights from a mesh, attachments gets rotated #241

erikari opened this issue Aug 11, 2017 · 6 comments
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@erikari
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erikari commented Aug 11, 2017

Reproduced. This topic explains it clearly: http://esotericsoftware.com/forum/Mesh-deformed-arms-9149

@NathanSweet
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How do I repro this?

@erikari
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erikari commented Sep 13, 2017

  1. open raptor project
  2. select front leg mesh
  3. deselect the "mesh" tickbox
  4. click "remove keys"
    bug happens (:

@NathanSweet
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That seems to be a different issue. When converting from a mesh to a region with only 4 vertices, it is not easy to keep the region in the same place as the mesh. If the mesh was deformed at all, it is impossible. Note the raptor front leg (and body, arms, most of the meshes) are deformed.

When doing edit mesh Generate, Spine resets the mesh deform to match the UVs. It would be impossible to match the reset vertices to the old vertices if the old vertices were deformed (as the raptor front leg is), since by definition the vertices which match the UVs are not deformed. In 3.6.40 I try harder to keep the new vertices matching the old.

@erikari
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erikari commented Sep 25, 2017

This still happens on the raptor leg as per repro case.
If I create a new mesh and leave it as the automatically generated image, the bug is not present
If I create a mesh with points that strip some space from the UV, it moves the attachment a little when I remove it.
I understand it can't be done, just checking.

@erikari
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erikari commented Sep 25, 2017

Well, I think this is related though:
other mesh bug

If only the editor didn't randomly rotate the attachment but keep its original rotation s: like the rotation of when the attachment is imported in Spine.

@NathanSweet
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The rotation shown for a mesh attachment is only adjusted when all mesh vertices are rotated. It may not represent the actual rotation for how the mesh appears, either due to moving less than all vertices or by the mesh being deformed by weights.

In 3.6.45, I improved keeping the mesh position when removing deformation for: Reset in the tree properties in setup mode, Reset, Generate, and New in edit mesh mode, and when converting a mesh to a region.

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