8 direction isometric character rigging in Spine 2D

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Spine 2D Animation Course
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In this video I will rig 5 direction and leave rest 3 to be flipped in the game engine. I will use one skeleton and bind all meshes to one set of bones. I will also rig the legs with IK and Knee controller to better pose in perspective.

Artist

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If only Spine had comps. Just having nested comps/symbols would clean up the hierarchy and simplify the rigging process so much.

eeelya
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arman, the select - hide - invert selection, and storing directions also are some brilliant tips and tricks my thanks 😍👍👌👏💯🔥

AhmedAnimates
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I'll probably get ignored, considering how long ago this has been. May as well jump in.

I'm at 1:48 in the video now. You mentioned the transition process. I've wondered, though, what if you just add in extra face sets that's more between the transitions? Don't think it's necessary for the body but to make a neat smoother aspect as the character turn. Well, it might go from 8-direction to 16-direction if you do it like this. Not sure how it'd affect the memories and PCs if you add in too many directions. Lol

TheLonelyme
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hey arman! thanks for the video. it made 8-way directional rigs not as complicated as it sounds. by the way, who is illustrator of the art used? i really like the style!

cheers,

dc
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Вау, наконец-то кто-то сделал видео на эту тему! Арман, спасибо большое тебе, очень полезно!

SweepFromDi
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At that point it's possibly better to just got truly 3D and use a pixel shader for a cell effect.

Ziplock
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Can you do this for pixel art if you have every direction drawn

Dbap
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Кстати. У меня вопрос - почему ты решил именно скрывать слоты через альфу, вместо того чтобы просто отключить текстуры? Это ведь очень сильно нагружает отрисовку!

Patallogus
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I would like to know what led to that design sheet at 0:52

TheKrensada
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Очень забавно когда автор пытается говорить на английском, но при этом у него в панели еирархии "r-noga_1"

Patallogus