Skeir

  • 11日前
  • 2023年10月14日に参加

    /img/blog/spine-threejs-update/threejs.png

    We're happy to announce the release of our spine-godot GDExtension! It's a major step forward for integrating Spine animations into Godot projects. This release brings all the power of Spine's animation system to Godot without requiring custom engine builds, making it easier than ever for developers to harness Spine's capabilities.

    Find out more on our blog.

    • 編集済み

    Skeir
    You're a genius, worked like a charm!
    Thank you!
    🥰

    • Skeir が「いいね」しました。

    SubViewport and SpineSprite3D are different things. For the former, you don't need any additional thing from us. You can simply follow what the user did in the comment on GitHub.

    SpineSprite3D will have to work similarily as it did in Unity when it comes to z-fighting. Each attachment would have to be offset slightly on the z-axis to avoid z-fighting. If you do not want this, then the SubViewport solution is the better option.

    • スレッド:Centered import?

      Misaki
      I have disappointingly discovered that despite being able to Set Ruler Origin in Affinity Designer, the root will still be at the bottom left in spine. I would like to do as much as I can in as few programs as possible.

      I propose a working solution for anyone using Affinity Designer/Photo that is struggling to center their imported spines:

      1. If you haven't already, click the artboard tool and create an artboard with Size: Document then click Insert Artboard. Affinity won't allow you to Export a Spine json without an Artboard.
      2. Enable snapping in View > Snapping. Set a guide on your project. You can easily generate a vertical guide by clicking View > Guides and under Vertical Guides click the add guide button
      3. Select your drawing, layers, etc. and center it at the vertical line. The Y position of your drawing can be wherever.
      4. Click View > Show Rulers and drag from the top left, where the two rulers intersect click and drag towards the bottom left of your canvas or art board. Now your canvas' 0x 0y point should be at the bottom left.
      5. Create a shape, this will act as your temporary floor. Keep this shape touching the bottom of the canvas. Drag the shape towards the vertical guide and have the left most part of the shape touch the guide do not center the shape at the guide 😡 (this is because the root of the shape is at the bottom left, not its center)
      6. Group or layer your drawing and duplicate it. Hide the original, then right click on the duplicate and click Rasterize.
      7. Scale the shape up until the top of it snaps and touches the bottom of your object. Ex.)
      8. If you don't have the transform window opened click Window > Transform. Once you click on your shape the transform window should display its X and Y coordinates, relative to the 0x 0y point of your canvas.
      9. The X coordinate is the bottom left corner of the shape, and the Y coordinate is the top most part of the shape. Where the floor touches the sprite. Write down these values somewhere.
      10. Hide the rasterized duplicate, and enable your original drawing again. If you grouped it ungroup it or it won't export properly. Export your drawing to Spine like normal (there's plenty of tutorials).
      11. In your new Spine project, click on the root then click on Bones and Images to prevent it from moving the sprite(s). Now move in the Translate panel input the X and Y values you saved. (Note the Y value will likely be positive not negative).
      12. Untick Bones and Images then while still having the root selected, change the translate values back to 0, 0.

      this is my 3rd day using Spine sorry if i got something wrong

      y'know a cool solution would be to just update spine to have a button that lets you move the root to the bottom center of a selection, middle, top, etc.

      • Misaki がこの投稿に返信しました。
      • Skeir が「いいね」しました。