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  • Zodiac Orcanon Odyssey, ep 01.

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Indeed, that could be an easier and quicker way to reproduce pieces of animations instead of copying keys.
What i do at the moment is during the set-up process, i create a animation track just to test the 3d effect of specific parts, as it's done in 3d softwares to test the rigging with "skin" or "physic".
So at anytime, i have a "backup" of my 3d effect in both direction with each controllers i've created.
I already done a video showing that, but it's about Zodiac episode 2 content... hope i'll be able to share it soon?!

On complex characters, it could be messy pretty quickly with all these bones/controllers, so i use the selection locker in the timeline but a actual option to sort keys might be very useful!
I know it's in the wish list on the trello board, but really looking forward for this kind of improvement to accelerate the process. Even more store selections with other keys please!!! 🙂

Wow, this is one of the best things I've seen here - both the animations and the designs. And also thanks for showing the rigs.

And also this

Lhescar :

still no path with bezier handle in spine ( Hope the coders will prioritize this feature?! )

+1 on this from me.

Really incredible work. Thank you for sharing!

As for paths it will definitely make it in. I hope we can get to it relatively soon.

25 天 后

What is happening with the smoke assets in setup mode?
Do you have all effects there but hidden? Sorry for asking I am interested because I am working on a game also and when I export the project in Unity, I have all the assets for effects hidden, I can-t see them because are 0opacity but are there and I am not sure about the performance. Can you give me some advices or tell me how you resolved your character?

Hi PaulV,

Indeed VFX assets in set-up mode are hidden to make the all project more easier to manipulate. If images are hidden in set-up mode but you put some opacity key (pink) at 100% you won't see it unless you put also some visibility keys on (yellow). So my advice is to put some visibility key on each images you which to disable in set-up mode and make appear only in animate mode.

I imagine you have a lot of VFX assets, and a lot of keys for them in the animation? Did you not think about putting them on a different skeleton(s)?

yes a lot of key! ^^ that's why the feature to sort keys by type will be very useful. 😉
Some VFX are within the character' skeleton because they need to be parented to some animated parts. True, in some case, VFX are independant as a skeleton which allow to spawn them where and when we want.

We have vfx on different skeleton(s) and parent them (to a bone) in game. It takes the hassle out of large projects.

If that bone has a lot of transformations on it, we create the vfx on a duplicated skeleton, once the vfx is complete we delete the rest of the skeleton (until we are left with just the vfx) and save it as a new skeleton.


pluss doing it this way lets you create cool stuff. For example, if you have a generic fire fx, a smoke fx, and a spark fx. Because these are on different skeletons they can be used in different things, and don't need to be re-animated per skeleton. We trigger the the fire some how, then the fire triggers the smoke and spark (either via events, or by just having a bone called whatever). Its a really good system that has allowed us to expand a lot of areas of the game.

If you need the draw order to change (you want the vfx to appear infront, then behind the main skeleton), I believe it is possible to parent it to a slot/add it to an attachment. This is what http://www.elysianshadows.com/ guys do with their emitter system, but the prinsible is still the same. We didn't explore it though

Yes, this is the process i use to create VFX too. This technic about deleting unecessary stuff to have a specific skelton per VFX is pretty useful also to create variatons of VFX.
I usually create the more complex one, then downgrade it, or sometimes the contrary.
One thing is a shame, it's not possible to copy/paste keys from a skeleton to an other even if it's the same skeleton structure with same bones name etc...

Events is a big help to superimpose different VFX. Sure there's a lot to explore about using events! 🙂

About the draw order, i think it can be fixed with the engine if he supports 3d?!

im obliged to reply with: Skeleton Merger Tool for copy and pasting keys. However, please not mesh keying is slightly broken. It is taking so long to fix because im busy, and the fact I don't own a copy of spine.

Esoteric Software has previously stated (and are working on?) the ability to have a skeleton under a slot in editor - sumular to what i suggested but that was for in code.. I suspect that having a skeleton under a slot will allow copy and paste data between them.

I mean sure it is possible if you have a 3d engine to parent it in such a way that would appear inbetween slots. but that isn't a nice solution. And if you want your VFX to go down different levels of your draw order (of the main skeleton).... I don't even want to think about how you would do that!


To expand why having a custom attachment is better than parenting to a bone.
Currently We grab a bones matrix and we 'parent' a graph to it. When the matrix is dirty, we update the graph. We do this check manually. I believe (again haven't looked into it) if you have the VFX skeleton as a custom attachment, this would be done automatically. And the draw order of the slot (with the custom attachment) would be able to be keyed and thus the VFX draw call would be inside the Main skeleton's draw call. or something 🙂

Wow, this is seriously amazing, I'm about six months in into spine and I've learned a lot of things about it. This is surely an inspiration.

I have a few questions though if you don't mind.

1) How many FPS do you do your animations?

2) How do you handle turning of body parts? I get that meshing can give the illusion of 3d, but for turning entire body parts like the Head from 3/4ths view to side view, or the torso, or the shield from front view to back view (I visited the site for that one.)

On an unrelated note, I can see that you're planning to release on android and PSN, do you have a release date for that? I would love to play that on a large screen.

Sorry guys for the delay of response.

@ BinaryCats:
Thx for sharing the link to Skeleton Merger Tool, next time i'll be in a situation to try it, i'll give you my feedback about it! 🙂

@DarkniteJ:
All animations are 30fps.
About giving 3d effect on body parts, it's all based on weight work on meshes and controllers bound to it, see messages on page 1 about the statue staff. About the shield, it's a combinaison of mesh weighting and switching with different images.

At the moment, no released date have been officialy announced for a androïd and PSN, sorry 🙁

@[已注销]

I have a question about the blurs on the epic 2 faced rock creature. For the blurring, how did you go about getting the blurs that you want, did you draw them yourself or is there something you can do within spine?

Every assets are created or modified with photoshop. I've used the basic blur filters for that.

6 天 后

how can i make following effect with spine?

this effect looks very efficiant

do you give me a tip?

Hi,

This has been done by someone else but i can't find anymore his topic. 🙁 it's about skewing
The guy who did this put the spine file in his topic as example.
But the idea behind it, is having a single asset, which is a circular flame, attached to one bone A in its center.
Then, this bone is attached to an other one B at the same position.
If you scale down on Y the bone B at 50% for example. The assets will looks like an ellipse.
Then rotate the bone A normally to obtain a ellipse rotating in perspective.

Thx B-Cats! :yes:

Thx B-Cats!!^^/

i find it..

15 天 后
Lhescar :

About the warrior staff, i've used bones as meshes controlers, see below:

Hope that brings answers to your questions ?🙂

I just wanted to hop on and say amazing work. The show reel is beautiful.

And, thank you so much for posting the meshes. I've already started using this multi-bone technique and am loving it. You're a boon to us all.