The transition from one animation to another can smoothly transition into a smooth transition mode. For example, a character can play a shooting animation while also playing a walking, running, or swimming animation. Animations can be reused for characters that look different, saving countless hours.īlending: Animations can be blended. Animation can be played in slow motion without quality loss.Īttachments: Images attached to the bones can be swapped to provide the character with different items and effects. Smoothness: Spine animation uses interpolation so the animation is always as smooth as the frame rate. Spine animations only store data about the bones, which are very small, which allows you to fill the game with unique animations.Īrt Requirements: Spine animation requires far fewer art materials, saving time and money better spent on the game. Smaller size: Traditional animation requires an image for each animation frame. In addition to the many editor features described below, the live performances for Spine Runtimes show how animations can be layered and combined to achieve all sorts of actions. Spine is integrated with features to help you work efficiently. This is called bone frame animation or cut animation and has many advantages over traditional animation. Animation in Spine is done by attaching an image to a bone and then creating an animation for the bones. Spine aims to have an efficient, streamlined workflow for both creating animations in the editor and using those animations in the Spine Runtime. Spine is a special tool for creating animated 2D animations in the game. System requirements: Supported operating system: Windows 7/8/10 Run the install.Interface language: Multilingual (Russian is present).Turn off anti-virus software (Note also turn off Windows Defender).Spine’s texture packer has many features like whitespace removal, rotation, auto scaling and more. Spine can pack images into a texture or sheet atlas, making for more efficient rendering in your game.Skeletons and animations can also be imported from other project files. Spine can import data in JSON or binary format, allowing a pipeline to import data from other tools into Spine.Spine can also export animated GIFs, PNG or JPEG image sequences, and AVI or QuickTime videos. Spine exports animation data in its own well-written, binary JSON and formats that are ideal for use with Spine Runtimes.FFD allows meshes to stretch, squash, bend, and bounce in ways that rectangular images cannot. Freeform Distortion (FFD) allows you to move individual mesh vertices to distort the image.This improves fill ratio because pixels outside the polygon will not be drawn, which is especially important for mobile games. Instead of drawing rectangles, meshes allow you to specify a polygon inside your image.This can be used for hit detection and physical integration. Like the image, the polygon is controlled as the bone moves. The bounding box is a polygon attached to the bone.They provide organization for attachments and allow attachment change animations to be reused for different characters. Skins allow switching between sets of attachments.For example, run and shoot, swim and shoot, etc. This is important for transitions and cross stitching between animations, as well as for applying multiple animations simultaneously.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |