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  • Pixel Art Animation

Hi, I want to ask about pixel art Animation.
Is possible to make a good pixel art animation in Spine PRO?
There is some recommendation to make pixel art animation in Spine? Maybe a guide or something?

Regards.

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  • Đã chỉnh sửa
arkhampy đã viết

Is possible to make a good pixel art animation in Spine PRO?

Short answer: Yes, you can make very good pixel art animation in Spine.

Longer answer: The way to do it will depend to some extent on your engine (Unity, Gamemaker, home-made, etc) and the setup you are using. The biggest thing for us on Boss 101 was turning off some of the extra twizzles inside the Spine editor like linear filtering (options panel) and onion skinning (this is my personal preference). Also, and this is just a general game development thing - you will NEED to be able to look at stuff in your engine quickly. Spine (or any editor) is only good for the setup and overall feel. Once things are in the game you see the real deal so don't think Spine can magically do things like give you a perfect in-game preview (no editor I know of can do that).

Also, I really recommend animating on whole numbers for any pixel game. This means you animate to whole number locations like x=23, y = 56 etc versus something like x = 23.5, y = 56.2. You'll get much more reliable results. To be clear I am referring to making your KEYFRAMES fall on whole numbers. The in-betweens will probably be tweened by the engine to some fractionals but that's fine.

You can check out my links below for a look at the game we are working on. We've been using Spine from jump street and it has been a fantastic tool. Feel free to message me or mail me directly if you have some specific questions and good luck with your game!

-Tim

7 ngày sau

@SunWuKong Is there a way to export/import pixel art so it doesn't get AAed or blurred?

23 ngày sau
Channfree đã viết

@[đã xóa] Is there a way to export/import pixel art so it doesn't get AAed or blurred?

Hey - yes! Apologies. I didn't get any notification of the reply so my bad.

The way we handle this is to make sure the work you do inside Spine matches the scale of game itself. That means that you work on sprites inside Spine and then bring them into the game 1:1 and not scaled (exceptions noted below).

All of our work is brought from Spine to GameMaker directly and only in certain and special occasions do we scale it up. GameMaker doesn't normally use any tricks to blur sprites so most everything just look perfect. I don't know about other engines but I imagine them to be the same.

We do rotate and we do scale some of the work done in Spine for special purpose and effects. In those cases we just make sure that things in-game are correspondingly scaled with the 'nearest neighbor' type algorithm. This just means no blur or fuzzy fuzz.

Hope that helps and drop me a line or reply here if I can be or any more help!

Best of luck,

-Tim

@[đã xóa]

When importing your assets into Spine you can view it without any filtering by going to Settings and then turning off "Linear filtering".
At export set the filtering to "Nearest" in the texture packer settings.

4 năm sau
SunWuKong đã viết

The way we handle this is to make sure the work you do inside Spine matches the scale of game itself. That means that you work on sprites inside Spine and then bring them into the game 1:1 and not scaled (exceptions noted below).

Sorry to resurrect on old thread but I had a related question. Say I have an existing rig that I want to use for a pixel character but its way to big for pixel character. Should I scale the skeleton down to match the pixel art or scale the artwork up?

If you are not using a runtime (ie you are exporting video or images), either way will work. If using a runtime it would be better to scale the skeleton down. You can do this by scaling the root bone, but it may be better to do it with Data Import:
Import - Spine User Guide: Scale