Spine Animation Tutorial
Posted : admin On 20.12.2020Spine provides rotation, translation, and scale for convenience and so meshes can be manipulated similar to other attachments. The translation is the centroid of the mesh hull. The rotation and scale are adjusted when the Rotate or Scale tools are used on the entire mesh. Note that this tutorial does not cover integrating the resulting animations into a game; that will be a separate tutorial. Instead, the focus of this tutorial is using Spine itself, which will be useful no matter what game framework you may be using.
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Spine Twitch Streams. Join our weekly Twitch stream to learn new workflows and productivity tips, ask our rigging expert questions live, or simply hang out with your fellow Spine animators. If can't make it to the live streams, you can still watch the videos on our Twitch archive page. I used Spine version 3.4.02 for this tutorial. Always use the recommended version of Spine for your version of GameMaker:Studio. The Problem While GameMaker:Studio does have an Animation end event, this event only reacts on the main animation track (track 0), and not on all the other tracks. Creating a sprite that is ready to be animated in Spine is pretty close to traditional sprite based animation with two major exceptions. First, you cut your image up into several different pieces. You can draw your sprite as a single image if you wish, but once you are done you need to cut it into several different animatable pieces.
Data Format and Platform Support
DragonBones can export multiple animation data format, video and Html5
Support almost all major game engine and programing language
Multiple runtime libraries are provided
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