Spine 2d animation crack
2018年9月4日 日常Spine 2d animation crack
※ Download: https://bit.ly/2Nfdx7p
Because you have to make a separate image for each frame of animation, you are using a lot of memory and storage for your textures. The bigger the sprites are that you are animating, and the more sprites you have, the bigger a problem this becomes. This is a particularly big problem on mobile devices, which only have a limited amount of memory and texture memory. Drawing individual animation frames like this is time consuming for your artist. Also, making changes to the animations after they have been completed is very time-consuming. The way to solve these problems is to integrate something called a 2D Skeletal Animation system into your games. The idea is instead of saving out each and every frame of animation, instead you save out individual body parts like this: Then you create a small file that describes how to move the body parts around in order to perform the animation you want, such as walking, running, or jumping. You also add some code into your game to read this animation file, create sprites for each body part, and move them around according to the instructions in the file. Of course, creating a 2D skeletal animation system by hand is a crazy amount of work. Luckily, the folks at have created a great tool to help you out called. Spine is a graphical interface that allows you to create a skeleton out of each pieces of your sprite, and move it around in order to create animations you can use in your game. Note that this tutorial does not cover integrating the resulting animations into a game; that will be a separate tutorial. Instead, the focus of this tutorial is using Spine itself, which will be useful no matter what game framework you may be using. Getting Started First things first: you need to download and install Spine. Spine is available for Windows, Mac and Linux. There are from which you can choose. This version does not include some current features, such as auto-keying, dopesheets and ghosting. It also does not include support for new releases. The price of the license depends upon the number of computers supported. For the purposes of this tutorial, you can do almost everything with the trial version. If you complete the rest of the tutorial and are eager to see your animations running in your apps, you should consider purchasing an Essential or Professional license so that you have the ability to save and export your work. So — choose a version of Spine and download, install, and run it. If you are running on the Mac, you may get the following message when you try to run Spine: Click Continue and you will be directed to an Apple support page. On this page, click the link in the first paragraph. This will take you the X Quartz download page. Download and install X11, then run Spine again and it should launch with no problems. This will make it easier to find it in Spine. Click on the Spine logo in the upper-left corner and select New Project. In the Tree panel on the right, select the Images folder and then click Browse under the Images listing. Now your Tree window contains all of the art for your elf in the Images folder. At this point, you would normally save your project. After all, the Number 1 rule in developing is to save often. That Cmd+S hotkey is for the faint of heart, which you certainly are not! Since this tutorial provides the art for you, all you need to do is drag and drop the images onto the stage. Select the body label in the Images folder and then drag it onto the stage. So to get the view of the canvas where you want it, you have to zoom out using the mouse scroll wheel , and then zoom in to the portion of the canvas you want to look at. If anyone finds a better way to do this, let me know. Now drag the head label onto the stage. Drag the lArm, lLeg, rArm and rLeg labels onto the stage, but not head2 or head3. Ctrl+Z or Cmd+Z will undo any mistakes you make. Although you may be bold enough to work without saving, even the toughest of the tough still use the undo hotkey! Now you need to assemble your elf. You can build him better, stronger and faster. Wait a second… why are his left arm and leg on top of his torso instead of behind it? It looks like you need to adjust the order of body parts. The artwork on the top of the list appears on top of the artwork below it. To rearrange the draw order, simply drag and drop a label up or down the list. Rearrange the order from top to bottom to be like this: rArm, rLeg, head, body, lLeg and lArm. The final step in setting up your elf is to align his feet with the horizon line in Spine. You can do this by moving each body part one-by-one— or you can select everything and do it in one swoop, which is much easier. After all, head2 and head3 have just been sitting there, patiently waiting for you to use them. Multiple Images for One Body Part Above the Draw Order folder, there is a listing for root. You can add multiple images to each body part and switch between them to animate your character. Drag head2 from the images folder and drop it under head in the root listing. Note that when you drag head2 on to the canvas, it might default to the origin. If that happens, just move the head back to where it belongs. Do the same for head3. In the Tree window, select the root listing. Then select the Create tool from the Tools window at the bottom of Spine. This creates a new bone called bone1 or maybe just bone. This creates a new joint where his neck would be. The attached bone is called bone2 and appears under bone1 in the Tree window because bone2 is a child of bone1. That means if you were to move bone1, bone2 and any other children of bone1 would also move. In the Tree window, select bone1. This will make the next bone you create also a child of bone1. First, click bone1 in the Tree window. Go back and click bone1 in the Tree window again. Next, click the point where his left leg meets his body and drag down to his knee. You can have bones for shoulders, elbows, wrists, ankles, tails and even clothing. That way, all pieces of the arm would be tied together. Click anywhere on the stage and drag. Hit Ctrl+Z or Cmd+Z to undo the bone rotation and look at the Tree window. Click on the body image in the Tree window and drag it down to bone1. Notice how body is now listed under bone1? The body bone and the body image are now married and can function as one. Select the rotate tool like you did before and then select the skeleton bone. Click and drag on the stage to see if the image moves when you move the skeleton. You can always undo any mistakes by hitting Ctrl+Z or Cmd+Z. This simply requires more dragging and dropping. Who would have guessed? That will make for a more interesting game. To switch to the Animate mode, click the word SETUP in the upper-left of Spine. This brings up a timeline at the bottom of the screen. In the Tree window, click on Animations and then on New Animation. Name the new animation standing. Using the Dopesheet and Auto Keying Think of the Dopesheet as a more advanced timeline on which your animation will play. And Auto Key lets Spine set the keyframes for you when you animate your character. But what are keyframes, you ask? Spine creates the in-betweens for you and Auto Key will help you set the keyframes. Click on the Dopesheet and Auto Key buttons at the bottom of Spine. In the Transform window, there are three green key icons. Click on each key once to turn it red. Spine will do it automatically for the rest of the standing animation. On the timeline in the Dopesheet, click on the mark for frame 5. Subtlety is key here, unless you want him to look very cartoony. You can also change his facial expression here. In the Tree window, navigate to the head image under bone2 and expand the list by clicking the corresponding arrow icon. Click on the dot underneath the eye icon next to head to display the image of the elf smiling. Click the yellow dot to turn it red, which sets a keyframe for the image swap. To speed up the animating process, you can also copy and paste keyframes. With the head bone still selected, look in the timeline and click on the white rectangle on frame 5 in the standing row. Then click the copy button. Click on frame 15 and then click the paste button. Now select frame 0, click copy, select frame 20 and then click paste. In the playback controls, click the loop button and then play. Your elf is now bobbing his head back and forth. Remember to select the frame you want, pick the different head image in the Tree window and then click the yellow dot to turn it red to set the keyframe. Completing the Animation Now onto the arms! Then, simply follow the same steps that you used to animate his head. Select frame 5 and rotate his right arm slightly outward. Select frame 10 and move it slightly outward again. Click the white rectangle on frame 5 in the standing row and then click copy. Paste it on frame 15. Click the white rectangle on frame 0 in the standing row, click copy and paste it on frame 20. Repeat the same steps for the left arm and then click play to see the results. In actuality, all it took to animate the elf was to select a frame, move a body part, select a frame, move a body part and then copy and paste. In the traditional days of animation, what you just did could have taken at least a day to complete. In the Tree window, click on Animations, then on New Animation and name it walking. Select frame 0 in the timeline and then in the Tree window, Shift+select all of the bones. Click the green key icons in the Transform window to turn them red. This sets the initial keyframe. Then select his right arm bone and rotate that forward slightly. When humans and elves walk, they alternate opposing arm and leg movement, so make sure you alternate opposing arms and legs. Select frame 15 and begin slowly reversing the animation by rotating his left leg backward, right leg forward and so forth. This is why you made the torso the parent for all of the other bones earlier in the tutorial. Start the tripping motion on frame 20. When someone trips, their feet get caught up behind them, their arms go forward and their head leans backwards. Begin to simulate that movement with your elf. Now is also the time to swap out the head image for head2. Remember to bring up head2 in the Tree window, and then click the yellow dot to turn it red next to head. On frame 25, use the Translate tool to select the body bone to raise the elf off the ground. Switch to the Rotate tool and rotate his entire body to exaggerate the tripping motion. Continue with the rotation of the arms, legs and neck. If at any point you notice a limb starting to pop out, use the Translate tool to shift it back behind the body. By frame 30, you can really start to get the elf airborne and flying like Superman. On frame 35, begin the downward motion of the elf falling back to the ground. On frame 40, make the elf begin his initial impact with the ground. On frame 50, make your elf lie face-first on the ground. When someone hits their face on the ground, their head bounces slightly. Animate this by going to frame 51 and rotating the head bone up slightly, and then moving it back down by frame 53. And there you have it! If at anytime you want to switch between the animations, simply click on the circle under the eye icon in the Animations listing in the Tree window. To do this, first click on the Spine logo in the upper-left and choose Export. Here you probably want the JSON option — this creates a nice file that describes the animation concisely that the Spine runtimes know how to read. Save the file as elf. Where to Go From Here? This tutorial is a very basic example of what you can do with Spine. Please experiment with adding keyframes in other increments to change the timing, adding different artwork, building more complex skeletons, animating logos and anything else you can think of. Finally, if you enjoyed this tutorial, stay tuned for an upcoming tutorial by our own on how to integrate your animations into a Sprite Kit game! If you have any questions, comments or suggestions, feel free to join the discussion below!
※ Download: https://bit.ly/2Nfdx7p
Because you have to make a separate image for each frame of animation, you are using a lot of memory and storage for your textures. The bigger the sprites are that you are animating, and the more sprites you have, the bigger a problem this becomes. This is a particularly big problem on mobile devices, which only have a limited amount of memory and texture memory. Drawing individual animation frames like this is time consuming for your artist. Also, making changes to the animations after they have been completed is very time-consuming. The way to solve these problems is to integrate something called a 2D Skeletal Animation system into your games. The idea is instead of saving out each and every frame of animation, instead you save out individual body parts like this: Then you create a small file that describes how to move the body parts around in order to perform the animation you want, such as walking, running, or jumping. You also add some code into your game to read this animation file, create sprites for each body part, and move them around according to the instructions in the file. Of course, creating a 2D skeletal animation system by hand is a crazy amount of work. Luckily, the folks at have created a great tool to help you out called. Spine is a graphical interface that allows you to create a skeleton out of each pieces of your sprite, and move it around in order to create animations you can use in your game. Note that this tutorial does not cover integrating the resulting animations into a game; that will be a separate tutorial. Instead, the focus of this tutorial is using Spine itself, which will be useful no matter what game framework you may be using. Getting Started First things first: you need to download and install Spine. Spine is available for Windows, Mac and Linux. There are from which you can choose. This version does not include some current features, such as auto-keying, dopesheets and ghosting. It also does not include support for new releases. The price of the license depends upon the number of computers supported. For the purposes of this tutorial, you can do almost everything with the trial version. If you complete the rest of the tutorial and are eager to see your animations running in your apps, you should consider purchasing an Essential or Professional license so that you have the ability to save and export your work. So — choose a version of Spine and download, install, and run it. If you are running on the Mac, you may get the following message when you try to run Spine: Click Continue and you will be directed to an Apple support page. On this page, click the link in the first paragraph. This will take you the X Quartz download page. Download and install X11, then run Spine again and it should launch with no problems. This will make it easier to find it in Spine. Click on the Spine logo in the upper-left corner and select New Project. In the Tree panel on the right, select the Images folder and then click Browse under the Images listing. Now your Tree window contains all of the art for your elf in the Images folder. At this point, you would normally save your project. After all, the Number 1 rule in developing is to save often. That Cmd+S hotkey is for the faint of heart, which you certainly are not! Since this tutorial provides the art for you, all you need to do is drag and drop the images onto the stage. Select the body label in the Images folder and then drag it onto the stage. So to get the view of the canvas where you want it, you have to zoom out using the mouse scroll wheel , and then zoom in to the portion of the canvas you want to look at. If anyone finds a better way to do this, let me know. Now drag the head label onto the stage. Drag the lArm, lLeg, rArm and rLeg labels onto the stage, but not head2 or head3. Ctrl+Z or Cmd+Z will undo any mistakes you make. Although you may be bold enough to work without saving, even the toughest of the tough still use the undo hotkey! Now you need to assemble your elf. You can build him better, stronger and faster. Wait a second… why are his left arm and leg on top of his torso instead of behind it? It looks like you need to adjust the order of body parts. The artwork on the top of the list appears on top of the artwork below it. To rearrange the draw order, simply drag and drop a label up or down the list. Rearrange the order from top to bottom to be like this: rArm, rLeg, head, body, lLeg and lArm. The final step in setting up your elf is to align his feet with the horizon line in Spine. You can do this by moving each body part one-by-one— or you can select everything and do it in one swoop, which is much easier. After all, head2 and head3 have just been sitting there, patiently waiting for you to use them. Multiple Images for One Body Part Above the Draw Order folder, there is a listing for root. You can add multiple images to each body part and switch between them to animate your character. Drag head2 from the images folder and drop it under head in the root listing. Note that when you drag head2 on to the canvas, it might default to the origin. If that happens, just move the head back to where it belongs. Do the same for head3. In the Tree window, select the root listing. Then select the Create tool from the Tools window at the bottom of Spine. This creates a new bone called bone1 or maybe just bone. This creates a new joint where his neck would be. The attached bone is called bone2 and appears under bone1 in the Tree window because bone2 is a child of bone1. That means if you were to move bone1, bone2 and any other children of bone1 would also move. In the Tree window, select bone1. This will make the next bone you create also a child of bone1. First, click bone1 in the Tree window. Go back and click bone1 in the Tree window again. Next, click the point where his left leg meets his body and drag down to his knee. You can have bones for shoulders, elbows, wrists, ankles, tails and even clothing. That way, all pieces of the arm would be tied together. Click anywhere on the stage and drag. Hit Ctrl+Z or Cmd+Z to undo the bone rotation and look at the Tree window. Click on the body image in the Tree window and drag it down to bone1. Notice how body is now listed under bone1? The body bone and the body image are now married and can function as one. Select the rotate tool like you did before and then select the skeleton bone. Click and drag on the stage to see if the image moves when you move the skeleton. You can always undo any mistakes by hitting Ctrl+Z or Cmd+Z. This simply requires more dragging and dropping. Who would have guessed? That will make for a more interesting game. To switch to the Animate mode, click the word SETUP in the upper-left of Spine. This brings up a timeline at the bottom of the screen. In the Tree window, click on Animations and then on New Animation. Name the new animation standing. Using the Dopesheet and Auto Keying Think of the Dopesheet as a more advanced timeline on which your animation will play. And Auto Key lets Spine set the keyframes for you when you animate your character. But what are keyframes, you ask? Spine creates the in-betweens for you and Auto Key will help you set the keyframes. Click on the Dopesheet and Auto Key buttons at the bottom of Spine. In the Transform window, there are three green key icons. Click on each key once to turn it red. Spine will do it automatically for the rest of the standing animation. On the timeline in the Dopesheet, click on the mark for frame 5. Subtlety is key here, unless you want him to look very cartoony. You can also change his facial expression here. In the Tree window, navigate to the head image under bone2 and expand the list by clicking the corresponding arrow icon. Click on the dot underneath the eye icon next to head to display the image of the elf smiling. Click the yellow dot to turn it red, which sets a keyframe for the image swap. To speed up the animating process, you can also copy and paste keyframes. With the head bone still selected, look in the timeline and click on the white rectangle on frame 5 in the standing row. Then click the copy button. Click on frame 15 and then click the paste button. Now select frame 0, click copy, select frame 20 and then click paste. In the playback controls, click the loop button and then play. Your elf is now bobbing his head back and forth. Remember to select the frame you want, pick the different head image in the Tree window and then click the yellow dot to turn it red to set the keyframe. Completing the Animation Now onto the arms! Then, simply follow the same steps that you used to animate his head. Select frame 5 and rotate his right arm slightly outward. Select frame 10 and move it slightly outward again. Click the white rectangle on frame 5 in the standing row and then click copy. Paste it on frame 15. Click the white rectangle on frame 0 in the standing row, click copy and paste it on frame 20. Repeat the same steps for the left arm and then click play to see the results. In actuality, all it took to animate the elf was to select a frame, move a body part, select a frame, move a body part and then copy and paste. In the traditional days of animation, what you just did could have taken at least a day to complete. In the Tree window, click on Animations, then on New Animation and name it walking. Select frame 0 in the timeline and then in the Tree window, Shift+select all of the bones. Click the green key icons in the Transform window to turn them red. This sets the initial keyframe. Then select his right arm bone and rotate that forward slightly. When humans and elves walk, they alternate opposing arm and leg movement, so make sure you alternate opposing arms and legs. Select frame 15 and begin slowly reversing the animation by rotating his left leg backward, right leg forward and so forth. This is why you made the torso the parent for all of the other bones earlier in the tutorial. Start the tripping motion on frame 20. When someone trips, their feet get caught up behind them, their arms go forward and their head leans backwards. Begin to simulate that movement with your elf. Now is also the time to swap out the head image for head2. Remember to bring up head2 in the Tree window, and then click the yellow dot to turn it red next to head. On frame 25, use the Translate tool to select the body bone to raise the elf off the ground. Switch to the Rotate tool and rotate his entire body to exaggerate the tripping motion. Continue with the rotation of the arms, legs and neck. If at any point you notice a limb starting to pop out, use the Translate tool to shift it back behind the body. By frame 30, you can really start to get the elf airborne and flying like Superman. On frame 35, begin the downward motion of the elf falling back to the ground. On frame 40, make the elf begin his initial impact with the ground. On frame 50, make your elf lie face-first on the ground. When someone hits their face on the ground, their head bounces slightly. Animate this by going to frame 51 and rotating the head bone up slightly, and then moving it back down by frame 53. And there you have it! If at anytime you want to switch between the animations, simply click on the circle under the eye icon in the Animations listing in the Tree window. To do this, first click on the Spine logo in the upper-left and choose Export. Here you probably want the JSON option — this creates a nice file that describes the animation concisely that the Spine runtimes know how to read. Save the file as elf. Where to Go From Here? This tutorial is a very basic example of what you can do with Spine. Please experiment with adding keyframes in other increments to change the timing, adding different artwork, building more complex skeletons, animating logos and anything else you can think of. Finally, if you enjoyed this tutorial, stay tuned for an upcoming tutorial by our own on how to integrate your animations into a Sprite Kit game! If you have any questions, comments or suggestions, feel free to join the discussion below!
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