Welcome to a new Spine Tips video! This time we will learn how to rig a sack using techniques that you will find useful for any biped skeleton.
Animating a flour sack is a common task when learning 2D hand-drawn animation. It also serves as a great starting point for learning character animation. The sack is a simple rectangular shape so it's perfect to learn to pose and apply animation basics. If you can convey emotion with a simple sack, you will be able to do the same with a more complex character. This same hip-spine-shoulder setup can be used when building your other skeletons.
Follow along and create your own rig, then show off your animations! Please let us know on the Spine forum how you liked the video and what you’d like to see next.
Let's explore using Spine with Unity! Our latest video explains many features in the spine-unity runtime to get you up and running quickly. We'll explore the example scenes in the Getting Started folder to learn the basics of how the Spine Runtimes work and what you can do with the spine-unity runtime.
Engines like Unity, Godot, or Unreal are all the rage these days. But there is still room for simpler, more direct approaches. SDL has been a long time go-to for people who want to create tailor made solutions for their game. Our roots are also in game development libraries!
We are thus happy to announce the general availability of spine-sdl, our new Spine Runtime for SDL.
We've built spine-sdl as a simple reference implementation for people who want to integrate either spine-c or spine-cpp into their own game development frameworks and libraries. It can also come in handy for people who are directly building their game on top of SDL.
spine-sdl is intentionally kept simple and straight to the point, just like SDL itself. Have a look at the documentation and the simple examples.
Let us know when you think about spine-sdl on the Spine forum.
The wait is finally over! We're happy to announce the general availability of our brand new spine-godot runtime.
We've started work on the spine-godot runtime in November 2021, based on a generous source contribution by rayxuln. We've since completely rewritten rayxuln's great initial effort to be more in line with what both Spine and Godot users expect from an official runtime.
spine-godot sits on top of spine-cpp, our C++ runtime. Since we wanted to integrate tightly with the Godot editor to provide a best in class experience, we had to implement spine-godot as a custom C++ engine module. We had to take this route, as GDNative and its successor GDExtensions do not surface all of the editor APIs we need, such as the animation player and editor APIs.
What's in the box? spine-godot surfaces almost all of the spine-cpp API to GDScript. On top of this, we've built a handful of Godot node types that make drawing and modifying your Spine skeletons in Godot a joy. And our resource management ensures that your exported Spine files are easy to import and update. Check out our spine-godot documentation and the extensive example project, which demonstrates all of spine-godot's features.
This release is what we consider a V1 release, meaning, we've focused on the core functionality of the plugin. In the future, we'll add additional features, such as 3D support, as well as better integration with Godot's physics system, e.g. automatically generating rag dolls.
We guarantee compatibility with the latest release version of Godot, which at the time of writing is 3.4.4-stable. The plugin is structured in such a way that it compiles against and works with Godot 4.0 as well. However, we are not able to guarantee compatibility with with Godot 4.0 until it has been officially released.
On the Spine versioning side, we will support spine-godot from Spine version 4.1 onwards. Our GitHub workflow continuously builds Godot editor and export template binaries for 4.1 and subsequent versions.
While our example project covers all of spine-godot's features, it’s likely there are still bugs we have not encountered yet. Please report issues to help us improve the runtime!