3/18/2024 0 Comments Spine animation crackIt's a VRAM efficient solution compared to spritesheets. Spine is meant for 2D animations with sprites that generally start as layered 2D illustrations made by 2D artists. If you are working in a 3D environment then obviously using a 3D toolchain makes most sense. Especially the first point is something that Blender, afaik, generally does not do as nicely:īoth of which start to seem redundant if you're proficient enough in any 3d modelling software and your game engine supports 3d It also offers very fun mesh deformation that can look really interesting when used properly, it allows you to easily add frame by frame elements to your animations (eg. to have character's head follow your mouse cursor or for hair to be affected by wind etc). It offers native Photoshop plugin to export all the layers to use there, importing that to a game engine is generally just a drag'n'drop, it's easy to write code that interacts with your sprite (eg. They will not show up for your in-house solution with all it's special rules so you are going to spend time training them to speed.Īside from economic factor however - Spine is just. You can also put a job ad for a Spine animator and people show up. Adobe CC already costs like 800 euro a year if you want a company license. And if we are comparing to it's basic version - honestly that sounds like you have to be finished within an hour. If you need to spend more than one workday on those - congratulations, you now have paid more in lost productivity than by paying those 330 euro for a Spine to begin with (which also gets updated so it actually continues to work with your game engine). Sure I can see some issues like having to re-implement a few things that the Spine runtime already does That is why I'm thinking that Spine might not be worth it. Just like with Spine, it'd be an animated model with a texture atlas and deforming bones most likely rendered on a texture during runtime so as no Z-depth fighting would happen between animations. They'd be exported as a 3d model and rendered on an axis-aligned orthographic camera. Sure I can see some issues like having to re-implement a few things that the Spine runtime already does, but then again, the more popular engines might already do those things for 3d graphics so maybe even that's a non-issue.įor a bit of clarification, I mean to use Blender's animations without exporting them to sprite-sheets. And there is an easy to use 3d library called bbmod that makes it even easier to import said 2d cutout animations from Blender to GameMaker. Both of which start to seem redundant if you're proficient enough in any 3d modelling software and your game engine supports 3d.Įven GameMaker that supports Spine natively can also do 3d graphics. I remember reading somewhere that what you're essentially paying for is a more user-friendly animation software/user interface that might be easier for artists to use, and for the runtime. And then there's Blender, where you can seemingly do everything that Spine does but for free. The cheapest option for Spine goes from 70 Euros, while the more feature fledged version is marked at 330 Eur, and there's even a special tier for enterprise. But the more I play around in Blender, the less I want to buy the former. I had been wondering for a while whether I should buy a Spine license.
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