ShawnTodd

  • May 11, 2017
  • Joined Aug 6, 2015
  • Sounds great. That's just what I needed to know. Thanks again.

  • Thanks Nate. That's what I thought. But just to make this perfectly clear to my Superiors...and if I said something like this to them...

    "I am the sole licensee of the Spine Professional software i am using. Anything I create on Spine is my own IP (Intellectual Property). All images and animations are mine and can be used in any app i develop. Since I am the licensed user of the software I DO have access to the Spine runtimes if i so choose to use them...unless my personal revenue exceeds $500k. At that time I will need to upgrade to Enterprise."
    "In the mean time...If i avoid access to the Spine runtimes and simply create animations in, say, the traditional png sprite format there are no limits to what i can develop for the apps I am creating, even though by not using the runtimes it may limit much of what Spine has to offer us."

    ...Does all that sound accurate to you??

    Thanks again.

  • Why don't you just make a path to the new images you want to use and then re-save the file as a new project?? I've done this with a character i did not want to use with multiple skins...so i just created the character in photoshop , exported him out in with his different outfits in different file folders (all images were named the same...Head was named head in all the new files), and then created a path to the new file folder and Spine loaded the new images. So i had the same base animations for each new character in a new project file. Otherwise, I brought in the key frames as images(made them a background in spine) and just matched them up when i wanted only one particular animation.

  • my Question....
    I have Spine pro...IF I USE SPINE TO CREATE AN ANIMATION FOR A VIDEO GAME PROJECT (WETHER I JUST USE PNG IMAGES OR IMPORT THE ATLAS/JSON FILES INTO THE GAME VIA UNITY OR GAMEMAKER) WHAT ADDITIONAL LICENSING DO I NEED??
    I am new to using Spine but have years of animation experience. I Love The simplicity that spine brings to the animation process....and with that said...I have the stupidest question in the world to ask you. Can you explain runtimes to me?? Do they have anything to do with the assets that i create and import into unity or gamemaker?? what i mean is...if i create a character, animate him, and then export him out of Spine and then import him into Unity or Gamemaker is their any licensing conflicts?? my resources are my resources correct?? no matter what software I've use to develop them?? I just cant use any art, animation, or code (These are Spine's runtimes??) from Spine, correct?? (except the json and atlas files that were created with the export of my original character and original animation creation). I've been trying to wrap my head around this all day and the company is freaking out after investing money into this program and I can't sufficiently explain this runtime thing to them. Thanks for any help you can give me.

    Best regards,
    Shawn Todd

  • Binary,
    I am new to using Spine but have years of animation experience. I Love The simplicity that spine brings to the animation process....and with that said...I have the stupidest question in the world to ask you. Can you explain runtimes to me?? Do they have anything to do with the assets that i create and import into unity or gamemaker?? what i mean is...if i create a character, animate him, and then export him out of Spine and then import him into Unity or Gamemaker is their any licensing conflicts?? my resources are my resources correct?? no matter what software I've use to develop them?? I just cant use any art, animation, or code (These are Spine's runtimes??) from Spine, correct?? (except the json and atlas files that were created with the export of my original character and animations). I've been trying to wrap my head around this all day and the company is freaking out after investing money into this program and I can't sufficiently explain this runtime thing to them. Thanks for any help you can give me.

    Best regards,
    Shawn Todd

  • Mitch,
    I am new to using Spine but have years of animation experience. I Love The simplicity that spine brings to the animation process....and with that said...I have the stupidest question in the world to ask you. Can you explain runtimes to me?? Do they have anything to do with the assets that i create and import into unity or gamemaker?? what i mean is...if i create a character, animate him, and then export him out of Spine and then import him into Unity or Gamemaker is their any licensing conflicts?? my resources are my resources correct?? no matter what software I've use to develop them?? I just cant use any art, animation, or code (These are Spine's runtimes??) from Spine, correct?? (except the json and atlas files that were created with the export of my original character and animations). I've been trying to wrap my head around this all day and the company is freaking out after investing money into this program and I can't sufficiently explain this runtime thing to them. Thanks for any help you can give me.

    Best regards,
    Shawn Todd

  • Shiu,
    I am new to using Spine but have years of animation experience. I Love The simplicity that spine brings to the animation process....and with that said...I have the stupidest question in the world to ask you. Can you explain runtimes to me?? Do they have anything to do with the assets that i create and import into unity or gamemaker?? what i mean is...if i create a character, animate him, and then export him out of Spine and then import him into Unity or Gamemaker is their any licensing conflicts?? my resources are my resources correct?? no matter what software I've use to develop them?? I just cant use any art, animation, or code (These are Spine's runtimes??) from Spine, correct?? (except the json and atlas files that were created with the export of my original character and animations). I've been trying to wrap my head around this all day and the company is freaking out after investing money into this program and I can't sufficiently explain this runtime thing to them. Thanks for any help you can give me.

    Best regards,
    Shawn Todd