Grain

if we make it compatible with the skeletal mesh, ue4 users don't have to implement some complex system that handles all the features related with skeletal meshes like physical animations, Rig control, sequencer animation, etc. I think this is really necessary feature on the plugin.

It is pretty tangible work though, because spine data already have all the things that need on unreal's skeletal data. general bone structure and render data are already compatible with unreal's format.

(I saw that the official plugin feed its rendering data at the procedural mesh component and use it as a rendering component, and basically, skeletal mesh rendering data in skeletalmeshcomponent also use same data on its rendering process, so it will be quite easy to change UProceduralMeshComponent to USkinnedMeshComponent (USkeletalMeshComponent))

and the features that are in spine skeletal data that unreal doesn't support on the skeleton level, (such as IK constraints, Path constraints, etc) can be implemented simply by running spine skeletal animation component's functionality inside the skeletalmeshcomponent.
Grain
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Mario

We currently have no plans for that I'm afraid. While on the surface integration looks trivial, it is actually not. All the features UE's skeleton meshes do not support can not be "simply implemented by simply running spine skeletal animation components inside the SkeletonMeshComponent". The underlying spine-cpp runtime does everything, from "skinning" (in the skeletal mesh sense) to vertex deformations. That'd interfere with what skeleton mesh is then doing. Which also means that physical animations and sequencer animations can't "just work".
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Mario

Mario
  • Postovi: 3242

Grain

Well, It's kinda sad. I didn't know that it is not an easy task because I also never tried that way.

Actually I spent last 9 month on making a plugin that implements some of the features all because of that lack of compatibility with skeletal mesh, to cover up that weakness. and I finally gave up using spine in the game because I confronted with a ton of things that a single developer can not handle.

Even though I decided to not use spine in my game, but I thought some of the people in this scene might can use it in their project so why don't I just reveal it publically.

So I just decided to reveal it, and hope it will help someone.

https://github.com/GGgRain/SpinePluginImplement

I already posted something about this plugin. It's the same one.
http://ko.esotericsoftware.com/forum/A-Short-Clip-For-My-Own-UE4-Spine-Plugin-Extention-17420
Grain
  • Postovi: 20


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