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Spine 2D Skeletal Editor: A Powerful Workflow for 2D Skeletal Animation



Animation brings video games alive. We believe creating great 2D animation requires not only powerful software, but a powerful workflow. Spine is dedicated to 2D skeletal animation, providing an efficient workflow both for creating amazing animation and for integrating it into your games.




Spine 2D Skeletal Editor (Esoteric Software)



A skeleton can have attachments that reference image files. Spine is not an image editor, so you will need to use your favorite image editing software to create the art for your skeleton. Each part of the skeleton that will move independently needs to be a separate image file.


Open the Package Manager in Unity (via Window > Package Manager), select the + icon, choose Add package from git URL..., and enter the git URL from the download page. E.g. -runtimes.git?path=spine-unity/Modules/com.esotericsoftware.spine.urp-shaders#4.1. The part #4.1 determines the branch and can also be set to a specific git commit hash like #5e8e4c21f11603ba1b72c220369d367582783744 to ensure everyone on your project has the same consistent state of the package. The Package Manager window will now list a Spine Lightweight RP Shaders entry: In the Project panel you will now also find a Spine Lightweight RP Shaders entry under Packages: If the entry is not yet listed in the Project panel, you may need to close and re-open Unity.


If you have added the package from a remote git URL via Add package from git URL you can use the Unity Package Manager to update the package. Open the Package Manager in Unity (via Window > Package Manager), select the package that you want to update and hit the Update button to re-download the latest version from the specified branch from git. Note that if your URL has the ending #4.1 as in -runtimes.git?path=spine-unity/Modules/com.esotericsoftware.spine.timeline#4.1, it will re-download the latest version from the 4.1 branch of the git repository.


BlendModeMaterialsAsset is a SkeletonData modifier asset class included in spine-unity. It holds references to materials that can be used to render attachments within slots that have the Additive, Multiply and Screen blend modes assigned to them in the Spine editor.


Once you have imported the animation, you can set the collision properties, but note that you are limited here to simply using precise collisions or bounding box collisions, and that the collision data for a skeletal animation is explicitly taken from the data provided. GameMaker Studio 2 does not generate any collision mask if the data is missing from imported file, meaning you simply won't get working collisions if the masks are not set correctly in Spine. Also note that - unlike bitmap sprites - the imported skeletal animation sprite cannot be modified in the image editor in any way, meaning any changes that need to be made should be done in Spine and then re-imported into your game.


NOTE: Due to the complexity of skeletal animations, the preview image shown in the sprite editor is not intended to accurately represent your animation, but rather give you a simple image that represents the animation for visualising in the room editor.


Animations defined in the Spine editor are identified by their name. They can be referred to by the same name in Felgo. For example, if an animation is called "jump" in spine, your generated QML object will provide a property called "jumpAnimation".


It is as easy as that! Every skin you define in the spine editor will be one state of the generated QML object's skins property. By setting the corresponding skin name to skins.state, the skin is instantly switched.


The left one is located in cocos2d\cocos\editor-support\spine . That file has contents:set(COCOS_SPINE_HEADEReditor-support/spine/Animation.heditor-support/spine/EventData.heditor-support/spine/SkeletonAnimation.heditor-support/spine/SlotData.heditor-support/spine/SkeletonClipping.heditor-support/spine/PathAttachment.heditor-support/spine/PointAttachment.heditor-support/spine/Event.heditor-support/spine/Bone.heditor-support/spine/Atlas.heditor-support/spine/VertexAttachment.heditor-support/spine/SkeletonRenderer.heditor-support/spine/spine.heditor-support/spine/ClippingAttachment.heditor-support/spine/spine-cocos2dx.heditor-support/spine/Color.heditor-support/spine/Triangulator.heditor-support/spine/RegionAttachment.heditor-support/spine/Attachment.heditor-support/spine/TransformConstraint.heditor-support/spine/dll.heditor-support/spine/SkeletonJson.heditor-support/spine/IkConstraintData.heditor-support/spine/AnimationStateData.heditor-support/spine/kvec.heditor-support/spine/Skeleton.heditor-support/spine/Json.heditor-support/spine/AttachmentLoader.heditor-support/spine/Skin.heditor-support/spine/VertexEffect.heditor-support/spine/SkeletonBinary.heditor-support/spine/SkeletonData.heditor-support/spine/Array.heditor-support/spine/PathConstraintData.heditor-support/spine/SkeletonBatch.heditor-support/spine/TransformConstraintData.heditor-support/spine/Cocos2dAttachmentLoader.heditor-support/spine/extension.heditor-support/spine/PathConstraint.heditor-support/spine/IkConstraint.heditor-support/spine/BoundingBoxAttachment.heditor-support/spine/AttachmentVertices.heditor-support/spine/SkeletonTwoColorBatch.heditor-support/spine/SkeletonBounds.heditor-support/spine/Slot.heditor-support/spine/BoneData.heditor-support/spine/AnimationState.heditor-support/spine/MeshAttachment.heditor-support/spine/AtlasAttachmentLoader.h)set(COCOS_SPINE_SRCeditor-support/spine/Animation.ceditor-support/spine/AnimationState.ceditor-support/spine/AnimationStateData.ceditor-support/spine/Array.ceditor-support/spine/Atlas.ceditor-support/spine/AtlasAttachmentLoader.ceditor-support/spine/Attachment.ceditor-support/spine/AttachmentLoader.ceditor-support/spine/AttachmentVertices.cppeditor-support/spine/Bone.ceditor-support/spine/BoneData.ceditor-support/spine/BoundingBoxAttachment.ceditor-support/spine/ClippingAttachment.ceditor-support/spine/Cocos2dAttachmentLoader.cppeditor-support/spine/Color.ceditor-support/spine/Event.ceditor-support/spine/EventData.ceditor-support/spine/IkConstraint.ceditor-support/spine/IkConstraintData.ceditor-support/spine/Json.ceditor-support/spine/MeshAttachment.ceditor-support/spine/PathAttachment.ceditor-support/spine/PathConstraint.ceditor-support/spine/PathConstraintData.ceditor-support/spine/PointAttachment.ceditor-support/spine/RegionAttachment.ceditor-support/spine/Skeleton.ceditor-support/spine/SkeletonAnimation.cppeditor-support/spine/SkeletonBatch.cppeditor-support/spine/SkeletonBinary.ceditor-support/spine/SkeletonBounds.ceditor-support/spine/SkeletonClipping.ceditor-support/spine/SkeletonData.ceditor-support/spine/SkeletonJson.ceditor-support/spine/SkeletonRenderer.cppeditor-support/spine/SkeletonTwoColorBatch.cppeditor-support/spine/Skin.ceditor-support/spine/Slot.ceditor-support/spine/SlotData.ceditor-support/spine/TransformConstraint.ceditor-support/spine/TransformConstraintData.ceditor-support/spine/Triangulator.ceditor-support/spine/VertexAttachment.ceditor-support/spine/VertexEffect.ceditor-support/spine/extension.ceditor-support/spine/spine-cocos2dx.cpp) 2ff7e9595c


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