Welcome to Spine! Here's a suggested roadmap to get you started effectively:
Start with the Official User Guide
The best starting point is the Spine User Guide, which covers everything from basic concepts to advanced features, with both text and video documentation. It is kept up to date with the current version of Spine.
Recommended Learning Order
- Getting Started — Familiarize yourself with the editor and its interface.
- Basic Concepts — Understand the fundamentals of skeletal animation in Spine. There's also a helpful video:
[youtube:iz9G3f9vYoU&list=PLwGl7Ikd_6GRFo7d0uRu_fN2RIlvkxW7b]
- Keys — Learn how keyframing works in Spine.
- Animating — Dive into the animation workflow, the graph, and the dopesheet.
Explore Example Projects
Once you're comfortable with the basics, open the built-in example projects from Spine's welcome screen. A great one to study is the Spineboy example, which demonstrates meshes, IK constraints, transform constraints, clipping, and layered animations. There's also the Dragon example for more traditional frame-by-frame techniques.
Video Series
Check out the Animating with Spine video series for animation theory and practical Spine application. These are official and kept current.
For archived Twitch streams covering real-world workflows (including preparing characters in Photoshop and using features like skins and constraints), see the tutorials section guidelines which summarizes many useful resources.
Supplemental Reading
For broader animation theory, The Animator's Survival Kit by Richard Williams is highly recommended, along with the 12 basic principles of animation.
Following this order should give you a solid, structured foundation in Spine from the ground up!