skunkiferous

  • 2014년 10월 26일
  • 2014년 10월 12일에 가입함
  • Hi.

    Firstly, I'd like to report that the "download link" ( http://esotericsoftware.com/files/demos ... ineboy.jar ), which can be found on https://github.com/EsotericSoftware/spine-superspineboy, seems to be broken.

    Secondly, I'd like to ask if I can legally use the SpineBoy character graphics and Spine animation file(s) for a free/OSS demo. The license for the code of the demo would be Apache, but the game assets can have a different license. It would be nice if I could bundle the assets, along with the license, in my demo, but I can always give instructions on how to get it from the original project, if it's not possible. I have bought a license of Spine, if that makes a difference.

    Generally speaking, I have not found a good, complete, example of the kind of (libGDX) game I want to create, and so I thought it would be beneficial (to the libGDX community) to open-source the kind of demo that I was looking for, but could not find. It's just that I don't want to open-source my real game character as well... (And I can't draw to save my life, and do not want to pay an artist just to draw and animate a character for a free demo).

  • I've had some animator draw and animate some characters for me. The project had some "difficulties", and so I chose to close it despite some "issues" with the end-result.

    If I remember well, it says somewhere that Spine supports both a binary format and a text format. And there are multiple runtimes reading the Spine files (binary, text, both?).

    My question is:

    Is it possible, using one of the runtimes (official or third-party), to read the spine file, modify it programmatically, and save it again, as a "one time migration process"?

    Specifically, the animator made the characters look to the left, while they should have looked to the right. I assume I could just fix this at runtime, by mirroring the animation, but I think that having to permanently keep in mind that everything is "backward" is going to raise the probability of errors while ordering more animations and characters from (other) animators, and while coding.

    So my idea was to go over the graphics, and mirror each of them manually once, and then use some "script" that mirror the animations themselves, so that everything is consistent again.

    My long-term "plan" was to have one single set of animation for all characters, and this brings up an additional similar issue. Once I have all my graphics and animations for "humans", I'd like to run some script on them that performs a non-proportional scaling, so that the animations can also be used on "dwarves" (same width, but shorter). This kind of manipulation can only work in certain situations, that is when the "direction" of the scaling matches exactly the "physical orientation of all original graphics files" (for examples, the arm texture has to have the arm point vertically, rather then horizontally). Therefore I don't expect this to become a Spine feature either.

    That would be my second use-case for a programmatic manipulation of the Spine files, at "build time", if you will, rather then at run-time.

    If it's possible, I'd greatly appreciate if someone knows of an example script/program that does something similar.