/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.

Related Discussions
...
Mario님이 게시물을 고정했습니다.

This is amazing work! Just tested it with the latest dev build and it works.

The only issue I have is the non-support for animation player. It completely broke my cutscene system as I can no longer add animation on the timeline using the Spine animation track.

The only way around this issue I can think of is to write functions that plays the animations I want and then call the function in the timeline but this looks very cumbersome.

Is there a way you recommend for making cutscenes in the timeline using the new Gdextension?

Would it be possible to to use both Spine GDExtension and Spine module build at the same time? :🤔

  • marvfash님이 이에 답장했습니다.

    SilverStraw I don’t see how that is useful since they both do the same thing.

    Great work, love to see it. Is attachment API access via GDScript still a pipedream?

    @SilverStraw no, that would not be possible.

    @T.Fly() no, because now we actually have time to implement that, along with Sprite3D. Will take a bit, as usual 🙂

      Mario Any advice on how to make a cutscene with the GdExtension version?

      I'm afraid there's currently no simple work around. You'd basically have to recreate what the AnimationPlayer support does in the spine-godot engine module, which I don't think is possible via the Godot APIs exposed to GDScript.

      5일 후
      • 수정됨

      Mario no, because now we actually have time to implement that, along with Sprite3D. Will take a bit, as usual 🙂

      Excellent news!

      Is there a Godot proposal for exposing Animation player's API to GDExtension?

      @Mario There is an interesting PR about AnimtaionNodeExtension that was just merged you should take a look at. Animation Node Extension

      I don't know if it can be of help. The person that made it was trying to expose the Animation Node API to GdExtension for motion matching, maybe it can also help for Spine-Godot.

      @T.Fly() i'm not aware of a proposal. I did add a proposal for exposing edit rect stuff though.

      @marvfash gave this a brief look, and while intersting, I'm afraid it doesn't help with integration of spine-godot with animation player, at least not on the level we require.

      • marvfash 님이 이 게시물을 좋아합니다..

      @Mario I have a client with a spine-godot runtime (modded engine) project that I built out for him in C#. He wants to know if it's possible / practical to port it to Redot. It looks like this extension could be the answer, however, I'd like to know if there's a path forward for C#, or do we have to wait for godotengine/godot-proposals8191 to be solved first?

      I haven't tried it myself, but I believe the spine-godot engine module should compile against the current Redot main branch as well. So that'd be one avenue.

      For C#, we'll have to wait for the proposal to be implemented. Building a C# binding generator for GDExtensions is a bit outside of our scope I'm afraid.

      Exciting news! Eagerly looking forward to csharp support.