nngafook

Hey all!
I'm not exactly sure how to search for this particular issue as the terms are very broad, so I'm hoping I'm not asking a question that's been asked 20 times before...

I've attached a gif (excuse the "poor" quality) of an animation I made in Spine. The part of the animation in question, is the arcs coming out of the satellite dish.
The arc is one png, and I made three copies of the bone with the attachment image in it. And had to animate each one (albeit the same values just triggering at different times in the timeline) separately. I was wondering if there is some easier way to do that without having to triplicate (or maybe a lot more depending on the animation needs) the bones and manually copy the values to each bone. (WTB a way to copy translate values of a bone and paste to another bone)

And to take it one step further... I did this process with another animation, but this is a repeating one. So imagine these arcs coming out, but they never stop coming out. So bone 1, would reset to the initial position, scale and alpha, and when bone 3 was finishing it's animation, bone 1 would start, and so on and so on. So that was kind of annoying cause I had to line up so that they repeat in perfect time with the rest of the animation (Hope that makes sense, I can attach another gif if further clarification is needed for that one).

Hope there's an easier way...
Thanks!

(Edit: Decided to just add a gif of the looping issue noted above)

SatDish.gif


Thruster.gif
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nngafook
  • Сообщения: 27

Erikari

Hello! A method I like to use is to create the bone, animate it, and only then duplicate it, because Spine will ask you if you want to also copy the keys, to which you'll reply yes. The next step is to simply offset the animation using the offset tool: Dopesheet - Spine User Guide: Key Offset

You can see I do a continuous smoke trail coming out of a chimney with this method in this video tutorial:

Windmill example: Smoke
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Erikari

Erikari
  • Сообщения: 2009

nngafook

Amazing! I'll definitely check out the video in a bit.
Thanks for the advice!

---

Erikari писал(а):Hello! A method I like to use is to create the bone, animate it, and only then duplicate it, because Spine will ask you if you want to also copy the keys, to which you'll reply yes. The next step is to simply offset the animation using the offset tool: Dopesheet - Spine User Guide: Key Offset

You can see I do a continuous smoke trail coming out of a chimney with this method in this video tutorial:

Windmill example: Smoke
@Erikari That video was the most helpful video I've watched in a long time. I actually learned SOOO much. Thank you!!!

I do have one question though... In the video you mention that isometric can be attained by adding a scale of 0.86 and a shear of 30 degrees. Is this a rule of isometric in general? Do you have more information about that by chance? Cause I'm working on an isometric game right now, and I'm predominantly a programmer, so everything art-wise is a learning, and the basic rules and concepts are often lost on me. So any "tricks" or rules that would help me easier achieve the isometric look, would be greatly appreciated!!

Thanks again!
nngafook
  • Сообщения: 27

Erikari

I can share the example page about it here:
Windmill example: Windmill Blades

I did some research as I made several isometric assets in the past, so I linked to an article there, there's some debate over the 0.86 number as some people use slightly different calculations, but I found that to be giving the most fitting results so I stick to it and explained how to achieve the same in Spine. Some awesome people made actions for illustrator and photoshop as well.
And if you want to test maps I find https://www.mapeditor.org/ to be great, you can't place Spine animations in it afaik, but it's great to test out if your assets work well together. (and very fun if I may add)

Nowadays there are also some nice tools such as Lazy Nezumi that help to draw in isometric perspective in any program... but that's a tool aimed for artists so I'm not sure you'd personally find it useful.

Here's also another project you may find useful, an 8 directional guy, which, yes, also covers isometric perspective: Spine: Twitch: video SS5JGbD5BJY

On a side note, I'd love to see what your game will be about! Isometric is a harder perspective than sidescrolling but it's likely my favorite one.
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Erikari

Erikari
  • Сообщения: 2009

nngafook

Thanks so much for all the resources Erikari!
Right now I have a really small concept, that hasn't been flushed out, and I'm just messing around with the artstyle more than programming, which is opposite to how I normally end up working on projects. Normally I have most of the idea fleshed out in my mind, and cause I'm a stronger programmer, I end up working on gameplay way more than art.
But I always have SO much fun playing around with art, probably cause it's not really what I do for a living, so there's more learning and more opportunity for fulfillment compared to programming things that I probably have programmed in the past. So learning more of the art side of game dev has been some of the most fun I've had in a long time.

I'm hoping to add some of the pieces of game mechanics that I do have figured out in this weekend, and if I get it to a point where it's not just a bunch of skeletons and png's in a Unity scene, then I'll definitely share it with you! But you have to excuse the poor art, as I'm sure there's SOO much wrong with it :P :(

This is my first attempt at trying to make an isometric game (well second if I'm being honest) and because I've never really been able to create my own assets in the past, I always defaulted to side scrolling or top down as it was easier to find assets that I could "steal" from google as developer art. But I'm hoping that challenging myself into isometric for this game idea, I can not only learn more about programming an isometric game, but also about the art pipeline.

Anyways! Thanks again for the information! As much information and resources as there are out there for Spine, I find it hard to find ones that really teach me things that I need to learn about. There's a lot of speed rigging, or speed animating, or animating for a specific pipeline... but the windmill video taught me sooo many things, a lot of them so small and simple, you wouldn't even believe!

Cheers!
nngafook
  • Сообщения: 27


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