If all your animation is ON ONES, then going from frame to frame is all you need, but if your have animation exposed ON TWOS or some of your drawings held for more frames, then you need to be able to advance to Next Drawing (not Next Frame) or Previous Drawing (not P revious Frame). Note that Next Frame and Previous Frame may not be exactly the same thing as Next Drawing or Previous Drawing, depending on how many frames each drawing is exposed on the Timeline. Moo has the last say on these things.You can also use the keyboard arrow keys Right (forward) and Left (back) to go to Next Frame (Right) or Previous Frame (Left) or use CMD Right to Go To Next Drawing or CMD Left to Go To Previous Drawing. serve broccoli dishes as their specialty. Spine can do it today, but at an arguably medium-high visual fidelity, there's room for some nice supporting features in there to make it easy.īut these examples show that skeletal animation rivals and surpasses traditional animation when it incorporates aspects of traditional animation well. Some people using Spine have managed to cobble together similar looks but I can only imagine either the complexity of their setups or the great pains they had to undergo, maybe wresting with the interface at some point, just to get it to work correctly as a system of animations and look good (Onikira), not just have single looping animations that look good but do nothing else. Luckily, Spine allows attachment swapping, and some FFD and skinning/weights functionality already exist.īut it's still missing some features that facilitate things like some animated, full rig or bone-and-image swaps things other visually impressive, skeletal-animated games were able to do more than 5 years ago (Muramasa: The Demon Blade and Odin Sphere), and continue to do so today (Rayman Legends) Because of that, it can't fall back and ride on just standard 3D features 'cause those are arguably enough if you can rotate the model or the camera, but it would mean too many simple-but-good-looking traditionally-animated things become too difficult or impractical to do. That means it can't rely on the things that make 3D look good and dynamic. Spine doesn't have the slightest inking of becoming anything like those programs with all those brushes and panels and layers. You want to draw, color, paint and time your animations in one program. which is why I requested this feature many, many, many, many months ago: viewtopic.php?f=11&t=1806&p=9023īut this isn't what you're looking for, I guess. It's much lower friction, more natural, faster and nicer for a trained animator to draw poses out instead of rotating bones one by one to fiddle around and guess at what a good pose is. Purely for the purposes of having guides for poses and timing, having simple drawing tools (a sketch pencil + eraser + some simple selection and transform tools) within Spine Editor itself would be nice. You don't go to a Chinese restaurant and ask them to serve a mean spaghetti just because you love the Fusion restaurant down the street. It's designed this way to address certain needs that game animation and the game development process has, and the underlying system Spine has now is built to answer those needs. Or skeletal 2D animation for other computery things. Spine is primarily for skeletal 2D animation for games.
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