- Uređeno
Hi all
I'm currently working on a rather complex project, where our character requires an assortment of angled poses and images. I've seen this come up in multiple threads across the forum - so I feel at least somewhat knowledgeable on the different kinds of workflows for this within the Spine software itself.
What I'm having trouble coming up with, is an effective and organized workflow for bringing this sort of project over from our drawing software (Illustrator, then to Photoshop for the Spine export) and then to Spine.
So for example, one of my AI projects has the following setup to accommodate a skin in Spine:
https://drive.google.com/open?id=1V6AzbN3AtfTqRT7WRobR9IHO7_hnThS5
Currently, the way I'm working - I have all of the images I need for each pose bundled on the appropriate spot on the character. e.g. All of the separate hand images I need are bundled on top of each other and visible for export (which you can see in the image above under the "[slot]aHand" group).
This works great for one of the character's poses.
However, there are often a lot of images that are needed for just one pose. For instance, the blink animation alone requires (at least) five unique images per eye.
https://drive.google.com/open?id=1aYOTbSmRsRyD22jCA4o5dRav3qcMfzim
So, the problems begin when I need to add another pose to the rig.
When I first started this project in Illustrator, I originally created a separate artboard for each pose I wanted the character to have. This meant that each pose would be its own unique skeleton, since I grouped each pose separately from one another in the project. This kept the project quite organized and manageable. I could go back and detail the artwork pretty easily with this workflow.
But of course, in Spine, you can't swap skeletons during an animation (which I was unaware of at first). And more importantly, my programmer and I ultimately decided it would make life easier to do the character with one skeleton rig anyway.
So, this is where I got stuck:
If I combine all of the character's poses into one master rig on the AI project, both the AI project and Spine project become rather chaotic to work with. Not impossible, mind you, but something about it just seems wrong to me. All of the sudden, that five frame blink animation then becomes closer to something like 25 images on one slot because it has to accommodate a blink for each pose (assuming we choose to animate it on each pose, of course).
I'm not a Spine expert, but something about this strikes me as being ...wrong? haha
I feel like I'm missing something obvious. If this is the intended way to work, so be it, but I don't feel like I've seen 20+ images on a single slot on someone's rig before.
I'm not sure if Spine has a way to accommodate my original idea of keeping each pose in separate groups and artboards in the AI project or not, but that approach would certainly save me some hair pulling down the road. Or perhaps there's another, more effective method all together?
TL;DR
I need a solution for setting up an AI file that accommodates multiple poses and images for a single character, which can be then imported into Spine seamlessly, and updated later as needed (such as, for detailing the artwork or adding more images). If possible, of course.
Anyway, hoping you all can help me figure this out! Any feedback is much appreciated! :heart:
~ Minnie