demize2010

  • 16 févr. 2014
  • Inscrit 12 janv. 2014
  • Just wanted to say thanks, very useful addition!

  • Ah cool, exciting stuff! I've got big hopes for Spine - so much so we're rolling it into our current prototype 🙂

  • Spine is certainly easier to create the animations in, but it's a shame that you can't take advantage of the IK and state system in the new unity stuff. If you treat your char as a series of 3d meshes you can do transform, rotates and scales as well as using sprite changes to handle fold animations in a similar manner to Spine.

    Nate, it might be worth considering if life would be easier if you could find a way to export the rig and animations in a manner that would allow unity to import them as avatars and motion files. This would allow the best of both worlds I think and would allow you to clean you hands of maintaining a run time. Flipside I appreciate how much work it would be and I'm having a hard time seeing how the skinning, mesh deformation and stuff would port.

    As a quick win, getting the individual meshes spine creates as game objects would be a big boon so that we can do nice things like add colliers without having to map the vert deformations!