- Modifié
Not another QML runtime
Hi,
I made converter that outputs native QML items and animations out of Spine exported json files. So in a way, this is not a runtime at all, but the end results are similar, but with an added benefit of having native QML code. This means you could make a skeleton animate inside another skeleton or make some parts of the animation be procedural. Or you could just like the native QML look.
Here is an example of it running: http://www.youtube.com/watch?v=jizHTY3FRvI
And here is the source code: https://github.com/vmatikainen/spine-qml-converter
It lacks the IK and FFD features, but I guess they could be cannibalized (in a nice way) from QML runtime and integrated as native QML items.
Feel free to share your thoughts and compliments 8)
Cool, thanks for sharing. Do you mind if we add it to the third party runtimes list ?
Have you seen this one?
https://github.com/irukandji/spine-qml
Hi Nate, I have. I actually looked through irukandjis code quite a lot while building a ffd for the converter (which is not yet released). They accomplish a similar thing, but through different route and while irukandjis runtime is more straightforward (develoment-wise) it keeps the skeleton in Spine structure. The converter I created produces native QML items, which gives a lot of options to modify their inner workings. QML has path animations, can do procedural textures add item specific shaders to name a few.
Its cool to see my work in the runtime page
Hi,
your converter is great and has a better performance & flexibility than the C++ version. Also, working with it is easier as you get autocompletion of the animation names, etc.
:yes:
Do you have any hints on how to add support for IK and FFD?
I would then add this support to your QML converter, so any hints are highly appreciated.
Best,
Chris