elamhut

Hey guys,

First of all, I wanted to say that Spine is a great tool, we've just started using it on our Studio (we were mainly 3d before). And I, as a Rigger, have some questions about the Spine workflow.

In Maya we can have a Rig file that the animator could import as a reference in their workflow, this way the rigger could edit and update or change the Rig file as much as he wanted without affecting the Animator's work.

Is there something like this for Spine? For instance I rigged our Characters on a file called Character@Rig, our animator then copied that file and started working on it on his file called Character@Animations. If I wanted to change the rig, maybe add some bones, or a new Skin, would I need to change the file that he's currently working on?

If so, this seems like a huge limitation for when teams have to work simultaneously on the same character.
elamhut
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Erika

Hello, we have this feature possibly planned for the future: Skeleton locking · #436 · EsotericSoftware/spine-editor
However, it is not available yet.

At the present moment, as long as one person holds and distributes the master skeleton and nobody modifies weights or the setup, it is possible to work in parallel on animations.
When something needs to be changed in the skeleton all copies must get integrated in a unique skeleton first, modified to accomodate the changes, then redistributed to add animations.
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Erika

Erikari
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elamhut

Thanks for the reply Erika! Awesome to hear that you guys have plans for this feature, I'd personaly love it <3

Also, thanks A LOT for all your Twitch Streams archived on YouTube, you taught me A LOT about Spine and Rigging on it, without all those streams I'd be completely lost. hahahah
elamhut
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