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So this is pretty neat. The newest version of Spine now supports physics calculations. We knew this was coming as a function but I assumed it would be a tool that worked only within the Spine environment as an aid for animation, as in, you’d use the physics tool to animate within Spine and output a static model for runtime. I was wrong. It actually runs in real time during game-play, meaning you get unique outputs depending on the momentum of the character and environment. It's actually... really kinda cool.

We haven't tested it too in depth but this can save us an enormous amount of time while being able to raise the quality of our models and animations. Yay for new technology.

You can see Ritona’s amputated legs on the ON version because the original animation didn't intend for her skirt to flutter around that much but the amount can be changed and tweaking the model a bit to fit the physics should be a simple fix. More natural legs. Yay.

Joking aside, her skirt and hair looks so much more soft and natural. All that with 0 work, becuase you know, physics.

 What do you all think?

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Tootall_21

I think its awesome tho kind of hard to tell (For me anyways) the complete different effects from 0 and 1 with so much movement on 0 still awesome to see updates (EDIT: ok i see the different took a bit for me)

fault

Yeah, sorry about the examples, they were screen recordings taken from a meeting we had and weren't specifically shot for presentation. I wanted to do more off the cuff tweet like updates so it isn't the best quality but it's actually really apparent when you control the character.