very useful tutorial! Do you have any idea on how I could make a transformation of character with skins. I'm not sure if is the best way, but any help would be appriciated. I would use 2 skins for the different states of the character (normal, and corrupted/evil). There would be a normal version, and then a corrupted (evil version) of a bug. My problem is that the proportions are not the same, because his legs would grow bigger as he is evil. I also want to animate the transition between the two states. Can I do it in a way, that the skeleton is the same, or if I have bigger legs I need different bones?
@NotSlot5 жыл бұрын
Thank you for watching! Happy you found this vid useful 😁. To handle your issue of transforming a character between 2 states, I would usually not use different skins, but different attachments under the same slots (all in one skin). This way, you can control the bones and place them in an average position to match the two different attachments. You can also animate the transition and control the specific keyframes for when you want the attachments to switch.
@jurgenalexon55664 жыл бұрын
here it tutorial: de.esotericsoftware.com/blog/Skin-constraints-for-different-proportions
@joshuakimadventuredesigner65603 жыл бұрын
Such a great tutorial. Thanks so much. I love that shark, my wife and I couldn't stop laughing at how cute and funny he looks when he swims around and chomps on stuff.
@NotSlot3 жыл бұрын
Thank you ❤️
@MadPropzBaller3 жыл бұрын
2:08 I didn't know this can be done, super useful!
@maximecp48732 жыл бұрын
thank you so much for this tutorial Danielle, it was SO helpful!
@HungNguyen-ev8zu2 жыл бұрын
This is just my note. After enabling a new direction, the new attachments may be not in right place of the bone, hence animating later can be messy. So first, in the setup, reposition the attachments to match the bone. Then in the animate direction bank, reposition the bone to match the direction reference. Thank you for the tutorial.
@TheGruzerman4 жыл бұрын
Amazing tutorial. Very informative and beautifully edited and executed. I’d love to see more of in the future. Thank you!!
@NotSlot4 жыл бұрын
Thank you so much! 😄 We will soon publish a full tutorial series about 8-direction walking. Stay tuned!
@DecentralisedGames5 жыл бұрын
Hey keep your videos coming dude, really enjoying the guides for 2.5D
@NotSlot5 жыл бұрын
Thank you! We are working hard on making more vids 😉
@sivapandianreffreference Жыл бұрын
Awesome thanks
@weslley3dezao7 ай бұрын
Muito bom.
@ericwalker43684 жыл бұрын
Super helpful!!! Thank you!
@NotSlot4 жыл бұрын
Glad to help! 😄
@esleone15 жыл бұрын
Awesome content, keep it up!
@NotSlot5 жыл бұрын
Thanks! We are working hard on more videos 😁
@jrjasmin44955 жыл бұрын
Great content! Thank you for sharing :)
@NotSlot5 жыл бұрын
Glad you like it! Thank you for watching 😁
@gonzalofernandez50443 жыл бұрын
you are the only one who makes this tutorials about animations in more directions than sideways in a direct and simple way, thanks, just have one question im using dragonbones, theres some way to do this and improvise the skin method from spine into dragonbones?
@NotSlot3 жыл бұрын
Thank you. Unfortunately, I am not familiar with dragonbones, and I can't offer much help...
@gonzalofernandez50443 жыл бұрын
@NotSlot just in time i've crossed this video that answers me, the magic of the you tube algorithmics haha . kzbin.info/www/bejne/rHmnlnxjeZxnoZI thanks for your time to answer me, keep it up with the good content
@uzgamedev5 жыл бұрын
Great thank you !))
@NotSlot5 жыл бұрын
Happy, you enjoyed it! We are working hard on more Spine tutorials 😉
@stuff38624 жыл бұрын
what if one of our skin has extra parts to it? Will that mess the process up?
@NotSlot4 жыл бұрын
It won't be a problem. Spine even added an option to attach bones to a specific skin. So you can add as many extra parts as you will like, and by placing them under a skin bone, you will only see them when the specific skin is active.
@stuff38624 жыл бұрын
@@NotSlot nice! thank you!
@stuff38624 жыл бұрын
@@NotSlot So in that case is this a good method for character customization like different armor or weapons? The only issue I can think of is the different armors having different meshes and behaving differently with bones.
@NotSlot4 жыл бұрын
Yes, I think this method will be good for customization. There will indeed be a need to create different meshes with different weights. But I recommend using the same bone for different weapons/armors, even if it doesn't sit quite right. Let's say we have one or two armors with extra parts we want to control, we can add bones to the extra parts, but for controlling the armor itself, I will use the main bone. (extra parts are extra, and not the core of the movement).
@Kyt20244 жыл бұрын
This is fantastic! Thank you very much for this tutorial! Out of curiosity, would this still work with if I was going to use attachment slots to swap weapons and equipment?
@NotSlot4 жыл бұрын
Thank you for watching! 😊 Yes, you can use it to swap weapons and equipment.
@trendingvideos83462 жыл бұрын
Amazing tutorial. Mam is there any crack version of spine for macos. Just for learning purpose
@thecompletedluigitwat48274 жыл бұрын
Does anyone know how long the Spine2D trial is?
@bluethumbbuttoneek94655 жыл бұрын
And how was this 6 directions
@NotSlot5 жыл бұрын
When creating a symmetrical character, we can save time by creating and animating half of the directions. Later on, in the game engine, we can use a script to mirror the animations to achieve all of the directions. If we want to view all of the directions in our spine project, we can duplicate the animations, rename them, and flip the root bone horizontally. However, I don't recommend touching the root bone, as we may want to control it in the game.