Awesome, thank you! Looking forward to seeing that feature added down the line.
perfectpencil

- Apr 5, 2019
- Joined Oct 31, 2013
- Edited
So i'm finding myself scrolling a heck of a lot. Is there a way to have duplicate windows open so I can choose to only maximize "Images" is one window and "Root" in another? I have a lot of horizontal real estate that isn't being utilized while I don't have nearly enough vertical.
Hey Badlogic, thanks for the thoughts! I tried to Smooth out the kick forward and add a little more jiggle/bounce to the arms. Subtle changes but I can already see an improvement. Thanks!
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Got away with a little because the character has no feet, but I really tried to make heavy use of meshes here. I wanted to make the character twist and turn through each step....but keep these movements as subtle as you would expect from a relaxed walk. Almost every segment has a mesh. Next up is going to be the running animation. :drunk:
Any thoughts/critiques? I haven't used spine in about 3 years and this is just for fun to shake off the rust.
- In Tentacle rig
This looks cool for tentacles, but the potential is CRAZY for hair. Would be labor intensive, but seems like it could be really stunning.
Thanks Erikari, it's good to know definitively! I think trying to force it might not be worthwhile. Thought it would be a nice "for fun" project so no loss.
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Hey guys, its been a while since I've had a chance to use Spine. I wanted to try a project where I am animating using vector graphics but I'm having a hell of a hard time getting spine to see objects. After some googling it looks like maybe spine can't use them but i'm not sure... So my question is: Is it possible? Can i use vector art in Spine or just Raster?
Thanks.
Wow... this really shows how far you can push this software. Really inspirational. Now I want to make my own hot vixen bouncing in the wind!
- Edited
If you have a situation where your bone hierarchy will loop, how can you animate without having a broken link? Think of a guy holding a big gun with 2 hands. Both hands need to be linked to the gun, but both hands are branched from the torso already. The gun can be parented to one hand, but not the other. Creates some awkwardness while animating. Is there a solution?
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So i'm working on a character for one of the kind gents who contacted me from the networking section here and we've run into a little bit of a conundrum. For this project he wants his characters to be viewable from the top down with an angle (like old chrono trigger, etc). For this i've done 5 angles of the character (front/back/backleft/frontleft/left) and will mirror for the right side.
Now the question is how is the best way to proceed from here. Should I attempt a skeleton that would use skins to swap between parts as it rotates or is it better to make 5 skeletons and keep them separate?
The animations will require body parts from various angles but i'm a little nervous having the skin folder for each bone end up with something like 8 images PER CHARACTER and there should be 5-6 characters. 40+images per bone feels like this isn't the correct way to tackle this problem.
I'm hoping somebody has tackled a problem like this and has some insight! It's a dewsy.
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I ask because I'm currently in a spot where I could use this new tool. I see meshes have been added; any news on pinning?
- Nate wrote
Sounds like you had bone compensation turned on.
I dont know how I managed to do that. Where is this setting?
edit: found it. Jeez.. in a matter of a couple weeks I lose track of all these things.
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Found it! The "POSE" button wasn't highlighted.
Sigh, its always the little things, hah.
edit: ok this brings up a new problem. The "POSE" button doesnt let me do anything but rotate. I can translate or scale anymore. If i click on translate or rotate, the pose button deselects itself. What is happening here?
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