Welcome to the seventh video of our Animating with Spine tutorial series! This time we cover anticipation – one of the most important animation principles, especially for games. Almost every animation needs some form of anticipation. It’s a fairly simple concept to grasp and it can be applied to both simple and complex animations. But what is it exactly?
In this video you will learn how and why to add anticipation to your animations, as well as how to compromise for game animation requirements.
Trouble importing skeletons into Unity? Check out this video showing common problems during import into Unity and their solutions.
When something goes wrong importing into Unity there are a number of possible causes, from incorrect Spine export settings to incorrect settings in Unity. This video will help you better understand the correct settings for many common problems during import.
Did you find this video useful? Join the discussion of this post on the Spine forum!
We released our spine-godot runtimes almost 2 months ago. Since then, we've further improved the runtime based on your feedback and bug reports. Eventually, one unfortunate issue cropped up: Godot plugins and modules may fight over a generic file extension like .json when trying to import it.
This leads to issues when spine-godot is combined with other plugins or modules, like Dialogic. When both spine-godot and Dialogic are loaded into the Godot editor, one of them will be chosen by Godot to import all .json files, preventing the other from importing files with that file extension.
Godot 4.0 has introduced JSON as resource files that helps any new plugins to co-exist happily. However, since we continue to support Godot 3.5 for the foreseeable future, we have to introduce a breaking change.
Starting today, spine-godot will no longer be able to import JSON skeleton files with the .json extension. Instead, JSON skeleton files must use the extension .spine-json. This change will apply if you download the latest pre-built Godot editor from us, or if you rebuild your local Godot editor from the latest spine-godot sources. This applies to both the 4.1 and 4.2-beta branches in the spine-runtimes repository.
If you have an existing Godot project using spine-godot and want to update to the latest version of spine-godot, we are here to help. Here's how you can do that without issues:
Backup your existing project.
Make sure you have the latest Python installed and can run it on the command line by adding its bin/ folder to your PATH environment variable (only needed on Windows).
Download our Python script that will convert your Godot project from using .json skeleton files to .spine-json files.
Run the script on the command line, providing it with the full path to your Godot project directory, e.g. python convert.py c:\myproject
The script will then:
Rename all .json skeleton files to .spine-json and delete the .json.import files. The .import files will be recreated next time you open the project in Godot.
Fix the paths to all external resources of type SpineSkeletonFileResource in all your project's .tscn and .tres files.
Once the script has converted your project, you can open it with the latest Godot editor built from the latest spine-godot sources.
Welcome to a new Spine Tips video! This time we will learn how to rig a sack using techniques that you will find useful for any biped skeleton.
Animating a flour sack is a common task when learning 2D hand-drawn animation. It also serves as a great starting point for learning character animation. The sack is a simple rectangular shape so it's perfect to learn to pose and apply animation basics. If you can convey emotion with a simple sack, you will be able to do the same with a more complex character. This same hip-spine-shoulder setup can be used when building your other skeletons.
Follow along and create your own rig, then show off your animations! Please let us know on the Spine forum how you liked the video and what you’d like to see next.