• Runtimes
  • when make game with using multiple pose in real time what is the best workflow

  • संपादित

i'm trying to make fight game but not side scroll

usually animating game character to spine, make one base body and various animations,
like kicking punching jumping running and they usually don't need so much images

but I'm planning is more about how looks good the opponent's character looks than the fight itself
i wanted every motions looks perfectly so i decide to make a lot of base images looks good

the problem is, only one spine project with too much images got risk to animation setting
doesn't work what i expected

and that's why i'm planning make each motion with their own spine project
now i'm asking is this idea stupit?

  • इस पर Misaki ने जवाब दिया।
    Related Discussions
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    Creating separate Spine projects for each motion can indeed become cumbersome and inefficient, especially for a fighting game where smooth transitions and consistent animations are crucial. Instead, consider using a single skeleton with multiple skins or attachments to manage different poses and animations. This approach allows you to maintain consistency and reuse animations across different poses, reducing the complexity of managing multiple projects.

    Here are some tips to optimize your workflow:

    1. Use Skins and Skin Bones: Skins allow you to swap out different images for the same skeleton, and skin bones can help manage different proportions and lengths for various body parts. This way, you can have a single skeleton with multiple skins for different poses or characters.


      Skin Bones Documentation

    2. Optimize Image Usage: Only load images that are visible at any time during the active animation. This reduces the memory footprint and keeps the project manageable.

    3. Utilize Spine's Features: Use features like the Dopesheet lock button to align timing and hide skeletons you don't want to select. This helps in managing complex animations within a single project.

    4. Consider Runtime Solutions: If you have a large number of images, consider using runtime solutions to dynamically load and manage images. This can help in keeping the Spine project lightweight while still providing high-quality animations.

      Runtime Skins Guide

    By following these tips, you can maintain a single, manageable Spine project while achieving the high-quality animations you desire for your fighting game.

    rmx

    the problem is, only one spine project with too much images got risk to animation setting
    doesn't work what i expected

    I am afraid that this is not enough information to understand what exactly your problem is. What is the risk you are talking about?

    and that's why i'm planning make each motion with their own spine project

    Creating different skeletons for the same character for each animation would be inefficient, both in terms of the animation creation process and in terms of runtime performance. Please explain your problem and why you think it is necessary to have a separate skeleton for each motion, and we will give you additional advice.