javy

  • Mar 17, 2015
  • Joined Apr 9, 2014
  • While I've only done basic animations in Spine thus far, if I had to list features, it would be these:

    1. Motion capture / rotoscoping and animation transfer
      (At about 2:10 in this video)

    1. Cloth dynamics / weighted physics

    1. Auto walk cycles / walk motors

    2. Path animation

    Of all these though, I think the motion capture is very impressive. In addition, check out the videos on cloth/hair dynamics. It's very interesting how they are using weights and physics to achieve it.

    There is also a nice animated Tiger which no doubt is great for marketing:

    There are a bunch of YouTube videos of the app here:
    https://www.youtube.com/channel/UCPqZjHnq8U1hFehOUqEmgyQ

    It's obvious the people/person who made this put a lot of effort into it, observing that Spine is it's only real competition.

  • Really nice artwork, I'll keep you in mind 🙂

  • My understanding is Flash is not good for performance, compared to spine. And then Spine is more easily edited once imported, as well as more accessible in code (show/hide images, etc).

  • Every feature in Spine wouldn't be supported, but the trade-off is acceptable for indie devs. Larger companies that can afford a full time artist can spend the time using mesh animation and other features.

    By allowing Flash animation imports, simple animations can be made at a much lower cost.

  • Spine works best when people develop animations in it's own editor. This I agree with. Unfortunately, this creates a problem for independent developers.

    Let's say I want to create several animations for an app, and I want to hire an artist/animator to do it. The pool of artists I have to choose from is drastically reduced because I can't hire someone skilled with flash.

    I could ask them to learn Spine, and maybe a few would be willing to, but the number of artists I have to choose from is still limited.

    I can see asking an artist I've worked with over several jobs to take the time to learn Spine, but many individual developers may not have access to those artists on a regular basis.

    Is there any chance the developers of Spine could reconsider developing a feature for basic animation imports from Flash?

    I should note that these guys http://www.webtech.co.jp/eng/spritestudio/ allow for Flash import, but the $900 price tag is awful. They have their importer on GitHub https://github.com/SpriteStudio/FlashToSS/tree/master/jsfl so it might be worth a look if the devs are interested.

  • Yeah I'm using Box2d. It's nice to know the runtimes are up to date.

    Not sure what approach I'll use as I was hoping someone did it already. I really don't need animations even though it's what Spine was made for. I would like the benefit of polys meshes instead of sprites with lots of empty space. Otherwise I might use simpler tools such as Texture Packer and Physics Editor or RUBE.

    Not sure if I'll try to integrate the physics, but thanks for the info.

  • Is there an existing tool that simplifies the process of creating bodies & fixtures in Cocos2d-x 3.0 from meshes? I'm thinking about writing a C++ tool to do this, but would hate to re-invent the wheel.

    Also, does the latest 3.2 version of Cocos2d-x support meshes, or is that runtime still being created? Is there a place I can find this out?

  • https://www.kickstarter.com/profile/865787917
    Russell Sullivan
    papergamer@gmail.com
    original spine kickstarter

    Subject: License name/email changes & Kickstarter badges

    Shiu wrote

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  • Got it work, thanks!

  • How did you get the kickstarter badge under my name in the forum? I backed the original project myself.

    Thanks

  • Chounard wrote

    I use the built in Texture Packer to export all of my animation textures together, which will help save on draw calls. (In settings, I check "Combine subdirectories.")

    How are you making this work?

    In my Spine test project, I have two animations in the right hierarchy. I exported them by checking "Combine subdirectories" in the "Spine Texture Packer Settings."

    For some reason, I still get two separate atlases. Is there something else that needs to be changed?

    See images below: