Hello. I recorded a short video. Answered common questions regarding animation.
To enable English subtitles, you need to click "settings", then "translate" and select the desired language.
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SCIA
3 years ago
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SCIA - 記事: 39
gunspike
g..great!
3 years ago
- gunspike
- 記事: 134
Erika
What I would give for English subtitles! The video seems to be super interesting, thanks for sharing it as well as the previous ones!
3 years ago
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Erika - 記事: 3131
SCIA
Sorry, but I don't speak English well. In a few days, YouTube will index my voice and automatically add its subtitles. like in this video:
3 years ago
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SCIA - 記事: 39
Bedrik
Saw your new tutorial on Youtube and came here to say thank you !!! ))))
3 years ago
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Bedrik - 記事: 14
Nate
These videos are insanely good! 

3 years ago
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Nate - 記事: 12213
David Sheep
Thank so mucha for the videos, awesome work! But anyone can see the english translation, because for me only shows in rusian for the moment 

3 years ago
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David Sheep - 記事: 5
eprime
@SCIA
very good compliments! Thank you for spine file linked in video
I have a question, at minute 5:00 you have all the flames separated but in the preview they are overlap. How do you do that?
you are in another animaton in preview?
very good compliments! Thank you for spine file linked in video
I have a question, at minute 5:00 you have all the flames separated but in the preview they are overlap. How do you do that?
you are in another animaton in preview?
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Cristian Zerbinati - Eprime
Cristian Zerbinati - Eprime
2.5 years ago
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eprime - 記事: 141
mg.Mongibello
Michela Giammona, [04.03.20 09:24]SCIA さんが書きました:Hello. I recorded a short video. Answered common questions regarding animation.
To enable English subtitles, you need to click "settings", then "translate" and select the desired language.
[ Foto ]
Michela Giammona, [04.03.20 17:12]
Thanks for the video it was very helpful. Do you have the diamond project you can send me? I would like to practice rotating diamonds. Thank you so much for helping
2.5 years ago
- mg.Mongibello
- 記事: 17
SCIA
New video about character rotation:
1.5 years ago
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SCIA - 記事: 39
Nate
Holy... that's amazing! And I love the dog!! 

1.5 years ago
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Nate - 記事: 12213
Harald
Wow, this is amazing work!!! And so cute to watch
! Awesome work and thanks so much for sharing! 


1.5 years ago
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Harald - 記事: 4451
RemDust
Mama mia !
This is absolutely great !
This is absolutely great !

1.5 years ago
- RemDust
- 記事: 225
SCIA
A little more animation 

1.5 years ago
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SCIA - 記事: 39
Nate
Love your videos! The art and animation look amazing. I can only imagine how much work goes into so many different skeletons! 

1.5 years ago
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Nate - 記事: 12213
Harald
This looks awesome! Again! 

1.5 years ago
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Harald - 記事: 4451
Meiverin
The dog looks amazing! All the animations are great, I'm glad that I visited this forum 

1 year ago
- Meiverin
- 記事: 1
Wedrownik
That looks dope and shows new paths in making Spine animations ^^
I am curious about performance. There are some topics that say that manual mesh deform is very very bad, we should avoid this but e.g dog's project has some of them on the timeline.
It would be even more complicated to make same effect but without using manual deform so finally, what's it like with these manual deformations? are prohibited or allowed
I am curious about performance. There are some topics that say that manual mesh deform is very very bad, we should avoid this but e.g dog's project has some of them on the timeline.
It would be even more complicated to make same effect but without using manual deform so finally, what's it like with these manual deformations? are prohibited or allowed
1 year ago
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Wedrownik - 記事: 145
Nate
While avoiding deform keys for meshes is generally better, how bad it is to use them varies. This page lists the reasons:
Keys - Spine User Guide: Deform keys
The worst case is a mesh that has weights for many bones: each deform key will store a vertex position for every bone that affects each vertex. This can add up to a LOT of data. Other than that, the next best reason to avoid deform keys is that they can be difficult to change. The third best reason is reuse: using bones and weights allows you to use have a different mesh be affected by those bones.
Still, if you need them, you can go ahead and use them sparingly. If you find you need them a lot, you are probably better off setting up a bone to control the deform using weights.
Keys - Spine User Guide: Deform keys
The worst case is a mesh that has weights for many bones: each deform key will store a vertex position for every bone that affects each vertex. This can add up to a LOT of data. Other than that, the next best reason to avoid deform keys is that they can be difficult to change. The third best reason is reuse: using bones and weights allows you to use have a different mesh be affected by those bones.
Still, if you need them, you can go ahead and use them sparingly. If you find you need them a lot, you are probably better off setting up a bone to control the deform using weights.
1 year ago
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Nate - 記事: 12213
mumu
I'm sure you're a magician from Russia




5 months ago
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mumu - 記事: 65
SCIA
Thanks! but not from Russia, from Ukraine!
5 months ago
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SCIA - 記事: 39
mumu
Ukraine magician 

5 months ago
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mumu - 記事: 65
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