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  • Zodiac Orcanon Odyssey, ep 01.

Hi guys,
I've been working on Spine since one year and a half now, still enjoying this experience and looking forward about how the tool will improve.
Here's few videos about my work on Zodiac released on iOS last november. The game is made on unity.
Character-Design are made by CyDesignation, founded by Hideo Minaba former art director on FF XII.

This is a quick overview of my work on character and vfx animations:

and for those who are more interested, an extended version which shows the puppets in spine, enjoy! 🙂

For more stuff about it, see http://charles-duchesne.blogspot.co.uk/

Any comments and questions are welcomed,
Cheers.

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Wow! Beautiful work, and thank you so much for including rigging in your reel. I've been animating with Flash for something like 12 years so I tend to build my rigs more towards what I've done in the past. It's great to see setups like yours to really inspire me to break out of the lil shell I've made for myself 🙂

Now I gotta go check out that game, it looks pretty!

Thanks for your support!
About rigging, i took some inspirations from previous experiences i had on softwares like 3ds max and after effetcs. I don't know very well flash, but compare to others softwares i've used, Spine is really a fun tool to play with! 🙂
So having a look on how other artists build complex set-up even on other tools may help you to find some clues.

Just an exemple, it's not on spine but it really helped me to understand how a set-up could be thought:
It's about DuIK plugin on after effects.

https://vimeo.com/7872163

Cheers!

Wow...Too good! 😃
Simply awesome.

Thanks ! 🙂

Lhescar escreveu

really nice animations. Our animator said it was the best work he has seen with spine.

Thanks to you both!

Hi, Awesome work. Do you mind answering some questions for me please?
-In the extended show real, for the character that is shown on 2:00, the old guy, what is the use of all those bones out side of the character? For example the blue ones on the left.
-How did you achieve the effect on the column at 1:51?

Would you mind sharing the meshes for these two?

Hi aiat_gamer,
sure no problem! 🙂
So, at 2:00 the blue bones you can see are used to animate particles/bubbles the character perform on one of his skill (see at 3:10 in the showreel). Nothing really particular about those meshes, no weight on it, it's just basic images attached.
The reason they are displayed like that it's because they are attached to an other bone which is used as a pivot on the ring...

still no path with bezier handle in spine ( Hope the coders will prioritize this feature?! 😉 ), so i had to find a way to create curve trajectory just with rotations and translations.

About the warrior staff, i've used bones as meshes controlers, see below:

Hope that brings answers to your questions ?🙂

... Thanks for that 🙂 (the pic) our artist, was hesitant to believe me when I said that it was mesh weighting to make it look 3D 🙂

Lhescar escreveu

Hope that brings answers to your questions ?🙂

Yes, but if I may bother you some more, can you also show the mesh with pie icons too? I want to know how did you achieve the column turn, while moving a bone left and right.

aiat_gamer escreveu
Lhescar escreveu

Hope that brings answers to your questions ?🙂

Yes, but if I may bother you some more, can you also show the mesh with pie icons too? I want to know how did you achieve the column turn, while moving a bone left and right.

The mesh is bound to three bones, one to the left one to the right. The vets on left of the image are 100% bound to the left bone. the verts on the right are bound 100% to the right bone. It looks like its just auto weighted, there is a smooth gradient of colour. The colour of represents how much that pixel is weighted to a bone. red left, yellow middle, and green right.

http://esotericsoftware.com/spine-weights

More details about the weights. 🙂

Woohoo! Thanks for sharing some inside details 🙂

I'm always surprised by how "simple" the setup is sometimes with such beautiful looking mesh based animations. I guess that's just a testiment to the power of Spine and the creativity of its user base, eh?

I'll check out that DuIK vid this afternoon. Thanks for the link 🙂

THIS IS SOOO COOOL, many expletives sprinkled within this comment. Man I hope to get to your level someday

Lhescar escreveu

More details about the weights. 🙂

Thank you man, it is rare to see someone willing to show the inside of the their work. 😉

Seriously amazing work! :rock: Thanks for sharing, especially the rigging.

Thanks all for you're support! you're welcome. 🙂

The weights trick an excellent workaround for mimicking what 3D animation programs can do!
I also love how you used weights to animate the shadow effect.

I really hope someday, Spine will support grouping transformations and deformations into controller handles so you can interpolate between poses and mimic 3D movements by just moving a handle around and keying the handle's values.