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Thank so mucha for the videos, awesome work! But anyone can see the english translation, because for me only shows in rusian for the moment 🙁

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25 dana kasnije

@[obrisani korisnik]
very good compliments! Thank you for spine file linked in video
I have a question, at minute 5:00 you have all the flames separated but in the preview they are overlap. How do you do that?
you are in another animaton in preview?

SCIA wrote

Hello. I recorded a short video. Answered common questions regarding animation.
To enable English subtitles, you need to click "settings", then "translate" and select the desired language.

Michela Giammona, [04.03.20 09:24]
[ Foto ]

Michela Giammona, [04.03.20 17:12]
Thanks for the video it was very helpful. Do you have the diamond project you can send me? I would like to practice rotating diamonds. Thank you so much for helping

godina kasnije

New video about character rotation:

Holy... that's amazing! And I love the dog!! :love:

Wow, this is amazing work!!! And so cute to watch 😃 ! Awesome work and thanks so much for sharing! :cooldoge:

2 mjeseci kasnije

Mama mia !
This is absolutely great ! :o

mjesec kasnije

A little more animation 🙂

Love your videos! The art and animation look amazing. I can only imagine how much work goes into so many different skeletons! :o

This looks awesome! Again! 8)

4 mjeseci kasnije

The dog looks amazing! All the animations are great, I'm glad that I visited this forum 😃

2 mjeseci kasnije

That looks dope and shows new paths in making Spine animations ^^
I am curious about performance. There are some topics that say that manual mesh deform is very very bad, we should avoid this but e.g dog's project has some of them on the timeline.
It would be even more complicated to make same effect but without using manual deform so finally, what's it like with these manual deformations? are prohibited or allowed

While avoiding deform keys for meshes is generally better, how bad it is to use them varies. This page lists the reasons:
Keys - Spine User Guide: Deform keys
The worst case is a mesh that has weights for many bones: each deform key will store a vertex position for every bone that affects each vertex. This can add up to a LOT of data. Other than that, the next best reason to avoid deform keys is that they can be difficult to change. The third best reason is reuse: using bones and weights allows you to use have a different mesh be affected by those bones.

Still, if you need them, you can go ahead and use them sparingly. If you find you need them a lot, you are probably better off setting up a bone to control the deform using weights.

8 mjeseci kasnije

I'm sure you're a magician from Russia 🙂 🙂 🙂

Thanks! but not from Russia, from Ukraine!

Ukraine magician :grinfake