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I am planning out on how to rig a full body humanoid character for future testing. The trouble areas are going to be the pelvic region, shoulder region, neck-head region.


Working in progress:
https://wixmp-ed30a86b8c4ca887773594c2.wixmp.com/v/mp4/1e351697-997f-420a-b339-55dc604511c0/dflc69s-dd8f33e8-5c8c-4b27-89ac-396730208f88.1080p.6857604ca27e44b88f5138d0709b4ce1.mp4

How Working In 2.9D Feels Like in Spine:
https://wixmp-ed30a86b8c4ca887773594c2.wixmp.com/v/mp4/1e351697-997f-420a-b339-55dc604511c0/dflc6u5-49f09ff4-3b9c-41a1-8e4c-8e005f8d1f81.1080p.871677e12f6945cb853c167a4119baf7.mp4

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Those videos are AMAZING!!! You have successfully developed Spine 3D :magic:

um ano depois

The OBJ importer is super cool! Very clever! 🙌

7 dias depois

Combining faces and texture coordinate generating and correcting require more wizardry than I want to pursue.

It's neat but yeah I can imagine it's pretty tricky to get the UVs just right, especially for arbitrary geometry.

2 meses depois

我很荣幸发现这个帖子!!!

3 meses depois

I updated the the converter from Sketchup Obj into Spine JSON to allow each mesh attachment to have multiple triangles. The converted mesh texture coordinates isn't perfect and requires fine tuning. I don't think I can improve on that. If Spine can accept the imported, mangled mesh, I think it's good enough.

um mês depois

looking great

2 meses depois

I finally got the motivations to do this bone test.

    SilverStraw Excellent! I wonder why 3D rotation is so visually interesting. Are these bones going to be animated in the future, keeping this 3D rotation?

      Misaki Yes. I am going for block-like shapes of Roblox or Minecraft to keep it simple and I have not worked out the joint regions.

      Looks somewhat promising so I am going to move forward and use it for class final project.

        SilverStraw Very cool! The draw order may be a bit tricky to manage, as you still inevitably have to manually change and set the draw order keys, but it does look interesting!

          Misaki I spin the the character just to see how well it represents 3d space. In most cases you would only need to key one draw order at the beginning of the animation track for discrete isometric direction. For non-discrete directions, there is higher risk for out of place attachment draw order from any angle while mixing tracks.