nicmar

Hey! We're about to animate a bunch of cool creatures, and it would be a lot quicker if there was an asset to buy with different types of rigged animals to use as a base, and we could adjust them to fit our own setup.

Would that even be possible in Spine? I've always thought it seems complicated to use the same rig for multiple projects, even if I've made them all myself.

It would be great to quickly get started if there was a way to use templates, like for basic things like idle, walking, running, etc.

Spine Asset Store maybe? :D
Using Spine to make SpaceChef - The Taste of Trouble. A humoristic open world space western, featuring a chef with nothing to loose, after he loses everything.. ;) Follow our work on Twitter @BlueGooGames.
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nicmar
  • Posts: 38

Erika

Hello nicmar! I too find repurposing the exact same rig for different projects a bit cumbersome.
When I started to use Spine, we had a character done, and two more to create. We were two animators. I redid the new character while the other animator repurposed the previous rig. Repurposing took almost the same time (slightly more) than remaking the rig.

As long as things are simple it's not a big deal, but as soon as you start adding more advanced features or need custom meshes, it takes as long as just making it from scratch. We already feature several bipeds examples, and it's easy to see how they follow a similar structure but they're also all different.

In this regard, we do offer two asset packs: Spine: Asset Packs
And you can also find assets to repurpose on popular game assets marketplaces such as itch.io: https://itch.io/game-assets/tag-spine

Here's also a free downloadable dragon rig along with the stream in which it was created: Spine: Twitch: video YS90.3RFW9A

There's also the different views, art styles to considerate that can change a rig greatly.

You could also create a basic rig and then manipulate it to readapt it to various creatures with skin constraints:
Skins - Spine User Guide: Skin constraints
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Erika

Erikari
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nicmar

Hey Erikari, thanks a lot! :)
I got the gunman rig already, and have worked on it for several months to adapt it to walk up/down and add weapon and body rotations for our game Space Chef. It's pretty advanced. It's not quite ready, but hopefully soon.. :D

You might have seen it on Twitter (https://twitter.com/bluegoogames/status/1217865850310418432?s=20).

I will check the other resources you posted, really appreciate it. I already follow you on Twitter, and I wanna thank you for all the tutorials you've made on Youtube, they are great :)
Using Spine to make SpaceChef - The Taste of Trouble. A humoristic open world space western, featuring a chef with nothing to loose, after he loses everything.. ;) Follow our work on Twitter @BlueGooGames.
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nicmar
  • Posts: 38


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