Related Discussions
...

Hello there,

i just recently started to toy around with Spine. Sat down to experiment with the mesh-transformation, and that is the result.
Still a long way to go, but i learned a ton doing the mistakes i did. Many were mine, some are innate to how Spine handles the vertices. Either way, i´m kinda happy i got it to that point.
Hope you like it, i will be posting more on my Artstation account:
https://www.artstation.com/artist/wmichalak

full animation:

idle loop:

Woah, this looks fantastic! Could you elaborate on the inherent Spine issues?

Thanks 🙂

Sure you can.

[*] I would love to have a hierarchy on the vertices, so I can control how vertices and the triangles the create overlap.
I had a few issues where i had to restrict the animation i had planned because the triangles overlapped in a weird way.
Here´s a link to show better what I mean: What determines vertex z-depth order?

[*] I had the mesh bound to a Bone inside an IK-Constraint, then keyframed the initial mesh and the mesh when the mech stands up. The mesh shrank by a third halfway through the transition, then inflated again. I guess that´s the effect of the vertices just moving from A to B, and that might have coincided weirdly with the bone-animation, nevertheless I had to work hard on the in-between frames.

[*] Not knowing how to link animations, i.e. create the head-bob-loop and then just have it repeat without the necessity to copypaste it throughout the length of the clip.

[*] Not having a detachable viewport I could position on my 2nd monitor 😃

I registered here because of how awesome that robot is!