![]() The Spine Runtimes officially support 19 game toolkits and 7 programming languages.The Spine Runtimes are libraries that allow your game toolkit to load and render animations in your games, just as they do in Spine. Designing amazing animations is only part of the problem - you also need to render those animations in your games.Spine’s texture packer has many features such as white space stripping, rotation, automatic scaling and more. Spine can pack images into a texture atlas or spritesheets, which results in more efficient rendering in your games.Skeletons and animations can also be imported from other project files. Spine can import data in its JSON or binary formats, which enables a path to import data from other tools into Spine.Spine can also export animated GIFs, PNG or JPEG image sequences and AVI or QuickTime video. Spine exports animation data in its own, documented JSON and binary formats which are ideal for use with the Spine Runtimes.Posing a character with images that can bend becomes as easy as just positioning the bones. When the bones move, the vertices move with them and the mesh is deformed automatically. Weights (often called “skinning”) allow individual vertices in a mesh to be attached to different bones.FFD allows meshes to stretch, squash, bend and bounce in ways that aren’t possible using rectangular images. Free-Form Deformation (FFD) allows you to move individual mesh vertices to deform the image.This improves the fill rate because pixels outside the polygon won’t be drawn, which is especially important for mobile game. Instead of drawing rectangles, meshes allow you to specify a polygon inside your image.This can be used for hit detection and physics integration. Like images, the polygon is manipulated as the bone moves. Use bounding box which is a polygon that is attached to a bone.They provide organization for attachments and enable animations that change attachments to be reused for different characters. Skins allow switching between sets of attachments.Define paths using the Bezier splines then constrain bones to follow those paths and advanced rigging features by controlling a large number of bones accordingly.IK Posing with Inverse Kinematics and use pose tool for multi-bone kinematics to pose the skeleton.Apply multiple animations concurrently i.e.Easily edit the animations and edit the behavior of animations at runtime.Use graph to define Bezier curves for interpolation between the keys for more realistic movements.Make various dropsheet animations and makeup animation with fine adjustments.Users can achieve any kind of dynamic behavior and provide a detailed view of runtimes.Make use of live demos for the Spine runtimes to learn layering and blending. ![]()
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