ErikH2000

The pipeline here is a little complicated. The characters are spine-based. Lip/facial movements are done in a custom tool I wrote that uses HTML5/webgl runtime. Body movements are Spine authored, putting 3.7 audio feature to good use. Then all the parts are composited in AfterEffects.

ErikH2000
Posts: 51

Nate

That is quite weird and annoying! ;) Seriously though, it's really cool seeing cartooning done with Spine. Have you seen the latest 3.7? For export you can now crop things to a specific resolution, would should help a bit. I know we really need an animatable camera, that's the plan.
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Nate

Nate
Posts: 8358

ErikH2000

Yeah, I “risked” the 3.7 beta status to get audio events, which IMO is a feature that really unlocks full scene animation in Spine. (I say “risked” because I usually avoid betas. 3.7.x has been quite stable.)

I’ll look for the export cropping/settings you mentioned. A camera on the dope sheet would be cool. I can imagine my work flow changing on my project to composite the scenes in Spine instead of After Effects.

Scene comp in AE
+ The huge effects library that can be applied to layers
+ pre-comping (useful for organizing, grouping, reusing animations)
+ camera movement (in my case accomplished with precomping)

Scene comp in Spine
+ skip export/import steps for Spine to AE
+ better previewing performance
+ scrubbable audio (have to hit play in AE)
+ scene can be played In-game with sprite assets, smaller in size, maybe interactive
ErikH2000
Posts: 51


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