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Raeleus
I made this project to test using Spine in Scene2D.UI from LibGDX. The recommendations I've seen suggest designing the UI in Spine with place holders and just use the bone data in the game. Spine would not do any rendering. I didn't like this approach because I wanted more complex animations but with the control, placement, and resizing of Table layout.
I was able to achieve this with SpineDrawable. Menumation UI's code is probably too verbose for most people, so I guess SpineDrawable is the most useful contribution I made in this endeavor. You can use that to plug in your animated character into your menu seamlessly, for example. Let me know if you have a use for it and need help. Thanks.
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Source Code
Runnable Example (Java)
3 years ago
- Raeleus
- Posts: 75
Mario
Neat!
3 years ago
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Mario - Posts: 2490
Nate
I think it's quite clever to render a Spine skeleton as a Drawable!
Thanks for sharing!
At some point we'll likely provide our own SkeletonDrawable implementation in spine-libgdx, along with a simple example.

At some point we'll likely provide our own SkeletonDrawable implementation in spine-libgdx, along with a simple example.
3 years ago
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Nate - Posts: 10554
Raeleus
No problem!
That would be a great idea. I feel that animation is underutilized in LibGDX game interfaces.
That would be a great idea. I feel that animation is underutilized in LibGDX game interfaces.
3 years ago
- Raeleus
- Posts: 75
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