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Hello! First of all spine seems like a great tool but I think you should make the trial a bit more permissive. I wish I could test for example how it works in game, I can't really see how the animation-shifting looks in the editor. So I'm still not sure if it's the right tool for me. Maybe you could add some feature that would allow to export skeletons but every few seconds they would look distorted/unusable/watermarked.

Anyway I wonder if it's possible to apply an animation only to specific bones and how one sets them in game (in Libgdx). Let's say for separate animations of upper and lower body. So I want to use animation nodes(upper/lower body) plus animation mixing inside each node(shooting-idle/walking-standing). Maybe it's in a video lesson but I missed it? I'm working on an angled topdown game and I'd like that the player can shoot and walk at the same time for example . I'd also like the bone images for the specific separate animations to change as the player changes directions as that's what the style requires.

Making the trial more permissive is unfortunately not trivial since doing so presents some other problems, but I won't get too much into that.

However about your question, that is a YES! 🙂 You can mix multiple animations together at runtime (we'll implement something so this can be previewed in the editor, it's already planned).
You can take a look at https://github.com/EsotericSoftware/spine-superspineboy which has the full source code and project files for a small game we made using libgdx. In that game we mix a shooting animation with the run/jump animations. Basically you have full control of the bones/slots/attachments at runtime so you can do pretty much what you want with it 🙂

That's cool! So I looked a bit more into the documentation and it seems that apply(animation) in code instantly changes to the desired animation but only for the bones that the animation contains while the rest retain their previous state. Is this correct?

That's really intuitive, thanks. 🙂