Aiden

Currently I work for a studio doing 2D animation and we have recently implemented Spine into our pipeline.
I was wondering if there is a particular pipeline I should use when our artwork gets updated?
As an example, lets say a full body character is static, facing the camera and doing a basic breathing/idle animation.
Later down the pipeline we find out due to limitations on our game engine graphics card we need to cut off their legs to save memory on the texture resolution. Every time we do a major change it breaks the rig and I have to re mesh the character from scratch. Is there any pipeline we can use that allows updates to the source art without breaking the mesh?
Hope this makes sense
Cheers
Aiden
  • Beiträge: 2

Misaki

Welcome to the Spine forum!
As an example, lets say a full body character is static, facing the camera and doing a basic breathing/idle animation.
Later down the pipeline we find out due to limitations on our game engine graphics card we need to cut off their legs to save memory on the texture resolution. Every time we do a major change it breaks the rig and I have to re mesh the character from scratch. Is there any pipeline we can use that allows updates to the source art without breaking the mesh?
In that example case, you can just uncheck the Export checkbox of the leg attachments on the Tree view to exclude them from export.
Attachments - Spine User Guide: Export

I know the above is just an example, but it is difficult to answer the question of an effective solution in all cases. If you have not yet looked at the pages in the user guide about export and texture packer settings, I recommend you read them. By reading these, you can see that Spine has a variety of settings that can be configured prior to export that allow you to optimize your skeleton data by removing unnecessary keys, adjusting the texture resolution, and changing the packing method:
Export - Spine User Guide
Texture packing - Spine User Guide
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Misaki

Misaki
  • Beiträge: 1026

Erika

Hmm, I think I have some more piece of advice to contribute as well!
Aiden hat geschrieben:. Every time we do a major change it breaks the rig and I have to re mesh the character from scratch. Is there any pipeline we can use that allows updates to the source art without breaking the mesh?
Break down the image in smaller pieces
This makes it sound like your full body rig is a single texture. If this is the case, then the mesh will have to be redone, yes.
If you break your character parts down to smaller pieces, then you'll only have to remove the pieces that aren't needed anymore, without having to redo ALL the work.

Make simpler meshes, with less vertices
Remaking a mesh will feel like a huge task if you're using too many vertices. Try to keep the vertex count as low as possible, it will also speed up the process of rigging. Then, add subdivisions AT THE END and have Spine do the math for you with minimal adjustments.
Blog: Mesh creation tips: vertex placement

Use weights
Weights are more versatile than direct deformations, so I hope you're using them! If you weight a mesh, then have to discard it, the animation work you did through the bones is not wasted and you just have to calibrate the new mesh to the old bones.
Blog: Mesh weight workflows

Try to keep the Spine setup and photoshop art matching
This is so that if a change has to be added to the skeleton, no extra steps are needed to bring it in because you should be able to just import the new pieces and get them under the right bones.

Add new poses in setup animations
For complex alternative poses, this sort of setup can help retain some sanity.
Blog: Rigging new poses - Spine workflow tutorial
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Erika

Erikari
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