vmatikainen

Hi,

I made converter that outputs native QML items and animations out of Spine exported json files. So in a way, this is not a runtime at all, but the end results are similar, but with an added benefit of having native QML code. This means you could make a skeleton animate inside another skeleton or make some parts of the animation be procedural. Or you could just like the native QML look.

Here is an example of it running: http://www.youtube.com/watch?v=jizHTY3FRvI

And here is the source code: https://github.com/vmatikainen/spine-qml-converter

It lacks the IK and FFD features, but I guess they could be cannibalized (in a nice way) from QML runtime and integrated as native QML items.

Feel free to share your thoughts and compliments 8)
vmatikainen
Beiträge: 16

Shiu

Cool, thanks for sharing. Do you mind if we add it to the third party runtimes list ? :)
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Shiu

Shiu
Beiträge: 2162

Nate

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Nate

Nate
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vmatikainen

Hi Nate, I have. I actually looked through irukandjis code quite a lot while building a ffd for the converter (which is not yet released). They accomplish a similar thing, but through different route and while irukandjis runtime is more straightforward (develoment-wise) it keeps the skeleton in Spine structure. The converter I created produces native QML items, which gives a lot of options to modify their inner workings. QML has path animations, can do procedural textures add item specific shaders to name a few.

Its cool to see my work in the runtime page :)
vmatikainen
Beiträge: 16

feldifox

Hi,
your converter is great and has a better performance & flexibility than the C++ version. Also, working with it is easier as you get autocompletion of the animation names, etc.

:yes:

Do you have any hints on how to add support for IK and FFD?
I would then add this support to your QML converter, so any hints are highly appreciated.

Best,
Chris
feldifox
Beiträge: 1


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