rxninja

  • 12 июн 2013
  • Регистрация: 11 апр 2013

    I hadn't even considered variable resistance. If you added springy limiters, you could probably just invert the numbers and add magnetic limiters, too, causing joints to snap into nearby positions as they get closer to them.

    Also, I'd like to point out / compliment your work and say that "it'll be a while" for you guys is very different from other companies' "it'll be a while." For some people that points to an indefinite horizon, but you seem to plow through bugs/requests like it's nobody's business.

    • Изменено

    Would it be possible to add the ability to create rotational limits on bones? This would simplify some in-editor animation workflow because between that and the IK that's already in place, you would never make poses that are impossible for your character (e.g. backwards knees, windmill arms, etc.). For the creative coders out there, I think this would also help in the creation of procedural animations and 2D ragdolling that looks realistic.

    Would anyone else be interested in this?

    Subject: Runtime Woes

    Shiu написал

    afaik you need Unity 4.x - I guess we can look into supporting 3.x no promises though. We'll have a talk about it later today. We'll keep you posted, it would definitely be smart to support 3.x with the deal Unity had going on that version.

    I mentioned something on Saturday night about 3.x compatibility and on Monday morning you guys had it deployed. This is why I backed you on Kickstarter, despite being dirt poor. Seriously, that's some great work and I can't even begin to enumerate how grateful I am for it.

    These smileys begins to do it justice :yes: :rofl:

    I backed that, uh, other notable 2D skeletal animation program a long, long time ago and I have never seen that level of productivity from that team.

    So, yes. You've won a supporter for as long as I am able to so. Keep up the great work; I'm looking forward to whatever you add to Spine in the future. :rock:

    You guys are wizards, thank you so much!

    Everything loads up without crashing at this point. The only error I get is "Script 'Animation' has the same name as built-in Unity component. AddComponent and GetComponent will not work with this script." Is there a good way to fix that without breaking everything else that refers to it?

    I guess what I'm getting hung up on is exactly what needs importing and how it needs to be imported. I don't have the Assets -> Create -> Spine [Atlas/Data/Skeleton] options and I feel like I'm missing something super basic for being a Unity noob.

    Part of it is that every asset package I use right now is a .UnityPackage and there's nothing that looks like that yet with Spine. I'm finding that I'm getting lost easily with knowing what to import and how to import it in a way that isn't going to crash.

    For what it's worth, the example project also crashes. "type == kMetaAssetType && pathName.find ("library/metadata") != 0" Fatal Error message pops up.

    Maybe I'm missing something simple? Is the runtime built for the latest version of Unity? I'm using 3.5.7f6 and I guess the latest version is 4.1.2. I haven't downloaded it yet because I picked up iOS and Android licenses last April when they were temporarily free and apparently 4.1.2 breaks that.

    • Изменено

    I am not a code wizard, nor am I even a good animator. I've been using Unity for a few weeks and I haven't even finished the Unity3DStudent.com "Beginner" tutorials. I signed up for GitHub in order to download the Spine runtime for Unity and even then I needed help finding the ZIP button.

    All that said, I brought Unity and Spine and all of the runtime files with me to Cipher Prime's dev night in Philadelphia, a weekly gathering of local developers, and nobody could figure it out. I even had someone who teaches computer science look at it, albeit not for terribly long, and he was perplexed.

    I know several of you out there have gotten it to work and I know the developers are busy getting additional runtimes and features prepared. Please, if anyone has documentation on how to get things running I would be much obliged.

    Thanks!

    Juktec написал

    Your suggestions to replace the JSON file's extension with "txt" worked.

    Thank you very much. 😃

    We now have a fully operational workflow from Spine to Unity.

    I would really like to see how this works if you feel like making a video. I can't for the life of me wrap my head around this whole runtime business yet and I'm sure there are others in the dark, too.

    So you want to be able to watch one animation while working on another one? In your example you want to see the playback of the idle wing flapping animation, then be free to work on anything else that's going on with that character (e.g. facial expressions) while viewing the flapping as a reference?

    I'm not crazy. There's no ZIP button for me. I thought it was just my GitHub ineptitude, but there is legitimately no button.

     Loading Image

    I got it from Nate's last link, but bugging the dev every time there's an update seems to be a fairly inefficient use of everyone's time.

    Thoughts?

    On a semi-related note, I really don't understand how to use this runtime. If anyone more experienced and competent were to make a tutorial video on how to get everything up and running and how to use some of the features like dynamic image swapping (e.g. to swap out a character's outfit), that would be super helpful. I know I would appreciate it and I bet it would also help others who are fairly new to Unity and the code-centric side of things (I'm coming from a moderate Photoshop/Illustrator background with light experience in QBASIC and VBas).

    I think I understand the problem.

    You will definitely need to do image swapping for front and back, as shown in the animation you shared. There's simply no getting around that unless you use a 3D animation program instead. Squash and stretch help quite a bit and a deformation grid would help even more, but you simply need to draw something at least twice if you want to show a character's front and a character's back.

    Yes, this definitely creates a problem when you have multiple costumes. The solution, however, is just to draw each of those costumes in those extra frames. I know this is a pain in the ass because it could be just one drawing if you didn't have to do front and back, but if that's the animation you want you'll need to just bite the bullet.

    To illustrate:
    Animation example - An overhead swing where the character normally shows their front side, but briefly shows their back. Requires minimum two images for the torso slot. This means that each costume also needs two images for the torso slot so they can be swapped the same way as the original.

    I'm not sure if I backed at a tier that gets this reward or not, but I did back the Kickstarter.

    The name and email should be:
    Jake Vander Ende
    jake.vanderende@gmail.com

    I really appreciate the work you folks are doing. I've been following [a very similar 2D skeletal animation Kickstarter project's] progress for ages with zero sign of completion in sight, whereas you folks came around and whipped something up in what feels like weeks. I mean, just last week you said "Unity will be soon" and BOOM now it's here. The [other] folks are like, "We hope we're making something awesome enough that community members will make runtimes for us."

    I can't wait to see the new features you're planning to create when the basic array of runtimes is complete. Personally I think distortion grids alone would put you over the top, but if you can add kinematic anchors, onion skinning, etc. I think Spine will easily become the de facto 2D animation tool of choice in no time.

    One more thing: I shared a link to your Unity runtime announcement on Reddit. In case you want to check it out, answer questions, or anything it's here: http://www.reddit.com/r/Unity3D/comment ... hed_their/

    Cuellarjmcg написал

    Hi rxninja,

    To download the source you can either click the "ZIP" button, so it will download the entire source packed as a ZIP, or you can download and sync to the spine repo in github, you can just download the github PC client, set it and drag the Spine repository URL, it will begin to sync the repo. I prefer this way because it will be easier to stay up-to-date for changes/fixes.

    I understood some of those words. I think I can figure it out from there haha.

    EDIT: Nope, I lied. I don't see a "ZIP" button anywhere on the page. I also tried downloading multiple Git clients and none of them make a lick of sense to me. Hoo boy.

    1. Thank you so much for this! I'm particularly happy about the fact that it has no dependencies on other plug-ins. I have essentially zero dollars right now and I've just barely scrapped together the money to support Spine on Kickstarter (after supporting Spriter however long ago when they ran theirs) and I was not looking forward to having to either learn Futile or purchase 2D Toolkit. Making it standalone is a pleasant surprise and I appreciate that.

    2. Umm...how do I download it? I'm very new to GitHub (signed up today) and I don't understand what I need to do. Could someone perhaps point me in the right direction?