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How do I animate a non-bipedal machine with bones?
Hi, I'm new to Spine and have watched the sponsored tutorial videos on Youtube, but I'm stuck on this part: animating a machine. Basically, I want to animate this grinding machine as a hazard for a game in the making. I'm not exactly sure how many bones I'll need and how to link them to the respective images. The way my noobie brain is thinking is that I should make several 1 root and 1 bone per machine part. They'll all be rotating at the same speed, but due to the forced perspective, there are layers/draw orders to consider. Is there another, better way to do this? Is there a video tutorial for animating machines in Spine, that aren't bi-pedal characters or meshes?
Thanks in advance!
Hello enav88,
I would suggest to create 3 bones: 1 in the middle of your front wheel, 1 in the middle of your back wheel, and the last one in the middle distance of both. Then you parent the respective sprites to each, and you animate them independently without parenting but at the same speed.
Hopefully it will help.
Thanks for the tip jokerdeus!
Would these bones share the same root and be their own parents? Another concern, how do I center the bones to the cogs so when I rotate them, it's a clean rotation?
Yea exactly they would be their own parents even though they would share the root bone because everything need to be parented to it. For the cog center I would suggest to create a guide in photoshop (or whatever software you used to create the sprite). You can create the same sprite with a red dot to the accurate center by using photoshop tools to find it (for example by putting it into a selection square you will have the pivot center).
Then you can import it into Spine. Once you have it into "images" in your tree, you can drag and drop it directly on the respective sprite in its slot. It will snap the new sprite to the old one. You can then display which one you want, use the guide to place your bone and then you can even remove the sprite.
Awesome, thanks again!