- 1 Overview, Part 1: Setup
- 2 Overview, Part 2: Animation
- 3 Alternative skeleton creation
- 4 In depth: Image Switching
- 5 Quick Tips
- 6 In depth: Pose tool
- 7 In depth: Axis control
- 8 In depth: Offset a looped animation
- 9 In depth: Interpolation curves
- 10 In depth: Skins
- 11 In depth: Ghosting
- 12 Kickstarter: Artist Workshop
- 13 Kickstarter: Coding Workshop
Overview, Part 1: Setup ∞
Quickly get started with Spine by setting up your assets and creating a skeleton.
Overview, Part 2: Animation ∞
Start creating animations using this basic workflow.
Alternative skeleton creation ∞
An alternative and fast way for you to set up your skeletons.
In depth: Image Switching ∞
How to animate which images are shown on your bones and what you can use this for.
Quick Tips ∞
Nate goes through all the small features that will make your experience with Spine smoother.
In depth: Pose tool ∞
Quickly manipulate your skeletons with inverse kinematics by using the Pose tool.
In depth: Axis control ∞
Precise placement of bones and images relative to the local, global or parent coordinates.
In depth: Offset a looped animation ∞
Use copy and paste to quickly and easily offset looped sections of an animation.
In depth: Interpolation curves ∞
The graph editor allows you to make your animations more life-like by using linear, bezier or stepped curves.
In depth: Skins ∞
Skins allow animation reuse for characters with the same skeleton but different images. This video shows how to use skin attachments, which are placeholders for images that come from a skin.
In depth: Ghosting ∞
Ghosting also known as Onion Skinning allows you to get a good idea of the flow of your animation and more easily tweak your animations. Here is how you use it.
Kickstarter: Artist Workshop ∞
The Spine Artist Workshop from March, 2013.
Kickstarter: Coding Workshop ∞
The Spine Coding Workshop from March, 2013.