mCohen

Hi,

full disclosure, we only tested spine free as the pro is too expensive to test without knowing some stuff(even with money-back guarantee), we tested the majority of 2d animation software and we have been heavily inclined to go with spine.

one of our clients wants to be able to automate the creation of some sprite poses(he has a single-layered sprite and wants to do simple deformations like arm-raising) and as the steps for the creation are pretty much standard, we could in theory place everything were it needs to be(we actually do that in Unity) but we would need to have access to these things at runtime. is that possible? I know I can move bones at runtime, but can I actually create a bone, maybe a mesh and weights?

this way, instead of the client sending us the sprite, he could create an interface for him where he uploads the sprite with some basic parameters and our runtime code would create everything for him and deliver on-demand.

IF NOT, can I move a bone at runtime without deforming the sprite?
mCohen
  • Bài viết: 2

Harald

mCohen đã viết:full disclosure, we only tested spine free
I assume you mean Spine Essential, or the Trial, as there is no "Spine Free".
mCohen đã viết: we tested the majority of 2d animation software and we have been heavily inclined to go with spine.
Very glad to hear that, thanks for giving it a try.
mCohen đã viết:one of our clients wants to be able to automate the creation of some sprite poses(he has a single-layered sprite and wants to do simple deformations like arm-raising) and as the steps for the creation are pretty much standard, we could in theory place everything were it needs to be(we actually do that in Unity) but we would need to have access to these things at runtime. is that possible?
While your workflow seems a bit odd, the spine-unity runtime (as all runtimes) is provided with full source code access and would allow you to add bones and attachments during runtime.

To avoid reinventing the wheel, we would strongly recommend using existing functionality such as swapping out Attachments and Skins at runtime. That way you can place and animate bones in the Spine Editor and later attach whatever images your client provides.

You can evaluate the spine-unity runtime free of charge and without any functional limitations, to test whether you can implement your desired workflow.

Documentation pages with installation instruction can be found here:
spine-unity Runtime Documentation: spine unity Runtime Documentation
Please have a look at the following section on how to set Attachments, Skins and how to pack them to a new atlas texture at runtime:
spine-unity Runtime Documentation: Skeleton
Also be sure to check out the example scenes in the directory Spine Examples in the spine-unity unitypackage, especially the Mix and Match example scenes might be interesting.
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Harald

Harri
  • Bài viết: 1951

mCohen

Hi, thank you for your answer.

yes i meant trial version! and we are also not using unity, as unity webgl is too slow for our need, but i`ll try to use the unityruntime just to try out the solution given.

being a little more specific to our use case:

we are making a virtual dressing room, where someone can post a picture and choose a piece of cloth and the cloth would adjust to the body and that part works wonders.

but we are trying to automate the process of creating the digital version of clothes from a single photo, and this clothes can come in all shape and sizes so Im not sure I can just swap the sprite...i assumed it wouldn't work but ill give it a try!
mCohen
  • Bài viết: 2

Nate

All the Spine Runtimes provide APIs to create everything needed from scratch. You could review SkeletonJson or SkeletonBinary to see how the data file is turned into the runtime object graph. Likely you'd rig something in Spine, where it's easier than writing code, then manipulate it with code as necessary.

The runtimes guide may help:
Spine Runtimes Guide
Here's a section on creating attachments programmatically:
Runtime Skins - Spine Runtimes Guide: Creating attachments
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Nate

Nate
  • Bài viết: 9847


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