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As you see, I'm not using Live2D to animate.

The tool I use is "Spine", which is usually used to make 2D games.

Compared with Live2D, its pre-production preparation takes more time,


This is what the animation skeleton looks like in Spine.

It has three special skeletons, IK, curve, and deformation tools.

I recently researched and improved some interesting ways of using it.

After complex binding arrangements, it is possible to use only "one" bone,

Simulate the joint physical influence of different bones on each other when they move,

This is quite interesting.


All Tier3 animation works have the original file with animation,

Those who are interested can study the construction ideas I provided,

But you must use the SpinePro version to open it.



如各位所見,我並不是使用Live2D製作動畫。

我使用的工具是「Spine」,通常用於製作2D遊戲。

相對於Live2D,它前期的製作準備更花時間,


這是動畫骨架在Spine中呈現的樣子。

它的特殊骨架有三種,IK、曲線、變形工具。

我最近又研究改良出了些有意思的使用方式,

經過複雜的綁定安排,有機會能只使用「一根」骨頭,

模擬不同骨頭運動時對彼此產生的連帶物理影響,

這相當有意思。


所有Tier3的動畫作品都有附帶動畫的原始檔,

有興趣的人可以研究看看我提供的構築思路,

不過必須使用SpinePro版來開啟。


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Comments

joes_7777

意思是能更偏向真實物理嗎XD?

waero

主要是模擬身體關節的連動狀態,例如下半身移動時,上半身、手腳會自動往哪個方向變化、GG自動對位等等

joes_7777

看片片裡面身體連動,好像都是因人而異,好像齒輪那樣帶動,很有趣,這次的動畫也很讚!