- Feb 17, 2020
- 28
- 85
The biggest kicker is that in Spine, one skeleton is drawn on top of another, so finding a way for characrers to interact with parts of their body behind each other will be something i need to figure out.
can you explain to me how to open the animations and where to find them? I tried exporting but it didn't work.Importing the data into Spine keeps all of the rigging and animations already created. I can type up instructions on how to do that. You could pretty easily export a bunch of animation gifs from Spine like I did and throw them into RenPy for a simplified version of the game without all the unity hassle.
The way the assets are created, you have a rig for Krystal with all outfits, a rig for males where the outfits change character, and a rig for females where the outfits changes characters. A sex scene for example, you could repurpose the same animation for different characters. There are a lot of animations already there for a good start including some not actually used in the game.
I haven't done it before, but I could try making a bunch of gifs and throwing them into RenPy as a proof of concept.
Who actually owns the assets though?
That would be a great time saver. One of the main reason that animation would take long is that, although I have traditional animation as a hobby, I'm not accustomed to Spine and it's features. We saw the assets and were planing to do all animations programmatically, which is why would be so time consuming.Importing the data into Spine keeps all of the rigging and animations already created.
As long this project is abandoned we do not careWho actually owns the assets though?
I would provide a data dump but I am currently out of town. I can try to dump the Spine files for everyone when I come back. In the mean time, here are the instructions (as I recall) to get the data imported.can you explain to me how to open the animations and where to find them? I tried exporting but it didn't work.
i rewrite it and files in .json and its disappear .Third: change the extension of the character.txt file to be character.json and place this json in the same location as the individual file assets. This json has all the data in it: outfits, animations, rigging, etc. Go to Spine->File->Import and select the json.
If you are using gimp, you should be able to go to Image->Scale Image, and there is a chain button that links the X and Y ratio. When you change X=4096, both X and Y should update and the image should look the same just bigger. Some of the png use different heights but all X start at like 2098 or something and need to be 4096. Are you able to right click on the png and go to properties and double check the resolution is accurate?
he add 4096,000 . he don't change size when i export image its same 2098. but he write that X Y is 4096.If you are using gimp, you should be able to go to Image->Scale Image, and there is a chain button that links the X and Y ratio. When you change X=4096, both X and Y should update and the image should look the same just bigger. Some of the png use different heights but all X start at like 2098 or something and need to be 4096. Are you able to right click on the png and go to properties and double check the resolution is accurate?
Also, make sure in gimp you are setting it to 4096 pixels, and not 4096 pixels/inch or something
Okay, I will write out this step in detail to help.he add 4096,000 . he don't change size when i export image its same 2098. but he write that X Y is 4096.
i just added 4096 everywhere, with male lizard its work. but commander and demon not.Okay, I will write out this step in detail to help.
Open the png with gimp, go to Image toolbar and go to Scale Image. This will open up a prompt where you will see Width and Height and X Resolution and Y Resolution. Don't worry about the resolution stuff. The Width and Height is what we want to change. Hit the chain button so when you change Width, the height will change automatically. Set the Width from 2098 to 4096. When you apply this change, it should scale up the image. if the link isn't active, then the height won't update. If you are unsure what I am referring to, just enter the height to the Y value used in the atlas.txt.
Then go to File and press the button that says "Overwrite filename.png". You need to press this and it will update the PNG to the new scale. If option isn't there, then you want to export to png and change the name to match the original and delete the original.
Some of the files use different Heights. If you look in the atlas.txt document and search for .png, you will see what the Width and Height should be for each picture.i just added 4096 everywhere, with male lizard its work. but commander and demon not.
okay now is hard part 2Some of the files use different Heights. If you look in the atlas.txt document and search for .png, you will see what the Width and Height should be for each picture.
For importing into Spine, all the asset files generated from the previous step need to be in the same folder along with the .json file.okay, all files should be together?
nova_potato
I was able to start the animation of the commander but the Krystal is invisible for some reason.For importing into Spine, all the asset files generated from the previous step need to be in the same folder along with the .json file.