@[borrado]
Sorry to revive this thread. But this clipping method is perfect for my problem. Are you going to release it by any chance?
@[borrado]
Sorry to revive this thread. But this clipping method is perfect for my problem. Are you going to release it by any chance?
Hey guys,
We just launched our campaign for our game: Shout of Survival.
A multi-player SHOUTING game where 2 monsters hunt down 2 humans that are trying to reunite.
I created the characters animation by Spine. What's cool is, I swap attachments to have customizable items!
We'd really appreciate your support.
Our Indiegogo campaign:
https://www.indiegogo.com/projects/sos-shout-of-survival/x/13735328#/
Our Green Light page:
http://steamcommunity.com/sharedfiles/filedetails/?id=665484362
on a different topic: if you are a talented Spine animator, please contact us because we're hiring.
:rock:
Hello,
I would love to see this feature in Spine.
Put simply, every numerical input field (position/scale/rotate/length) can be written as a math expression.
For example, a bone X position value is 116.4. when I type 116.4/4 in the X, it calculates it to 29.1.
It would be cool.
:love:
:o speechless
Thanks for the reply.
I have followed the instructions again, but still got the same result.
Then I updated to Unity 4.3.4, and the problems were gone.
So, I guess the latest runtime doesn't work on Unity 4.2.2.
Hello,
I'm having a problem loading spine-tk2d runtime into Unity.
This is what I've done:
Downloaded the latest runtime from Github.
Created a (Spine) folder inside (Assets)
Copied (spine-tk2d) into (Assets/Spine)
Copied the content of (spine-csharp) into (Assets/Spine/spine-tk2d/Assets/Spine/spine-csharp)
Switched back to Unity and see this massive amount of errors.
Loading Image
I'm using Unity3D 4.2.2f1 , 2D Toolkit 2.1 final + hotfix 1
Any idea what is happening?
Awesome!
Hello,
We're making a game where a player can customize his character partially by choosing multiple independent items. For example, a player can choose a hair style, a sunglasses, jeans boots... etc.
The player has the ability to mix and match whatever he likes. 8)
I'm doing the character animations using Skeletons + Meshes.
The problem is, I don't know how will I be able to switch the image while keeping the same mesh. For example, I want to change the t-shirt image, from red.png to striped.png and still use the same mesh and the same deformation. :angel:
I thought about skins and slots.
By using skins I will be forced to change the entire set of images for the character, I will not be able to switch single images. :bang:
By using slots, I will not be able to reuse the same mesh and deformation. :bang:
Any idea how to solve this?
Thanks,
I like to keep Spine in Dock.
When I did, I've discovered that something is wrong with Spine launcher (/Applications/Spine/Spine.app)
I can run multiple instances of Spine, yet no one of them can bee kept in Dock. I dragged the "Spine.app" to Dock to keep it there. Now the dragged icon just launches other separate instances, and the original one isn't affected.
Loading Image
When I close the instances, this thing happens:
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When I run one of the gray icons, a terminal window appears with the following:
Last login: Tue Mar 11 17:38:28 on ttys001
mpro:~ cdes$ /System/Library/Frameworks/JavaVM.framework/Versions/A/Commands/java ; exit;
Usage: java [-options] class [args...]
(to execute a class)
or java [-options] -jar jarfile [args...]
(to execute a jar file)
where options include:
-d32 use a 32-bit data model if available
-d64 use a 64-bit data model if available (implies -server, only for x86_64)
-client to select the "client" VM
-server to select the "server" VM
-jvm is a synonym for the "client" VM [deprecated]
-hotspot is a synonym for the "client" VM [deprecated]
The default VM is client.
-cp <class search path of directories and zip/jar files>
-classpath <class search path of directories and zip/jar files>
A : separated list of directories, JAR archives,
and ZIP archives to search for class files.
-D<name>=<value>
set a system property
-verbose[:class|gc|jni]
enable verbose output
-version print product version and exit
-version:<value>
require the specified version to run
-showversion print product version and continue
-jre-restrict-search | -jre-no-restrict-search
include/exclude user private JREs in the version search
-? -help print this help message
-X print help on non-standard options
-ea[:<packagename>...|:<classname>]
-enableassertions[:<packagename>...|:<classname>]
enable assertions
-da[:<packagename>...|:<classname>]
-disableassertions[:<packagename>...|:<classname>]
disable assertions
-esa | -enablesystemassertions
enable system assertions
-dsa | -disablesystemassertions
disable system assertions
-agentlib:<libname>[=<options>]
load native agent library <libname>, e.g. -agentlib:hprof
see also, -agentlib:jdwp=help and -agentlib:hprof=help
-agentpath:<pathname>[=<options>]
load native agent library by full pathname
-javaagent:<jarpath>[=<options>]
load Java programming language agent, see java.lang.instrument
-splash:<imagepath>
show splash screen with specified image
logout
[Process completed]
GreyPhoenix escribióPretty nice so far
May be you want consider to let the shoulders bounce up and down a bit as well.
Thank you for the hint.. will try it for sure!
Hej&Hopp escribióLooks great
Reminds me of a game i used to play called Dad 'n Me.
Hehe, I've just googled it, it was fun! I hope I can reach that level in animation.. thank.
Hey fellas.. 8)
We are working on a cool online game. It should be coming in a few months.
Here is one character walk cycle:
http://www.youtube.com/watch?v=5Yd6hmyagO4
I'm a graphic designer/art director for our team. We have an artist and a developer, but we don't have an animator so I had to learn how to make animations :x .
I have no experience in characters animations, but Spine took all the heavy lifting! :love:
Thank you for such a great tool!
The art style is incredible.. reminds me of Rayman. Good luck!