• Runtimes
  • I'm considering writing a Collada (or FBX) converter for Spi

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I'd like to use Spine to animate in some places where runtimes don't exist, so it would be great if I could load them in as standard 3D assets. I have a few questions before I dive into it:

It seems like FFD animations are basically a series of morph targets / blend shapes, is this right?
Can anyone think of any reasons why this wouldn't work, or why maybe I shouldn't bother? (part of me wonders if I shouldn't just rig and animate in Maya or Modo if just exporting them as FBX or DAE is all I want to do).

Thanks for any advise!

I'm actually considering writing an FBX exporter for Unity to accomplish this heh. The Unity Runtimes include a "Native Baking" process which effectively bake down all of the IK, image swapping, so on, to things that Unity supports internally which is pretty much the same as FBX. So...it is possible, but it would take some work.

IIRC the Unity Runtime can't bake FFD, something about the Unity API not exposing access to blend shapes. I love that I can at least use the animation controller state machines with it though!