• Runtimes
  • Spine-C runtime IK

Hi, I've been using Spine for over a year now in our mobile game project for animating a human character. When we originally authored animations, there was no IK support in Spine at all.

Recently we've had a new animator update our animations, and he's using IK to great effect in the editor. However, I'm aware that the runtimes don't yet support IK. The exported animations don't work correctly with the current runtime.
I'm using the generic Spine-c runtime, and I am looking to use runtime IK in the future for helping place our character better (I currently have a home-grown hacky solution!)

So, a couple of questions:

  • Will the Spine-c runtime be one of the first to support it, and when is this likely? (Yes I know everyone is clamouring for this!)
  • Is there a workaround in the meantime (ie. exporting the animation using FK only) to ensure the animations play back properly?
  • Is it at all possible to get some 'preview' code? 🙂

Thanks,
Olly

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  • संपादित

Nate just got back and will start work on the runtimes, I can't say when he will be tackling Spine-C though.

The workaround for now is to press the visibility dot next to your constraints and then key the rotation for each bone, then set the mix to 0 so you end up with FK animation. This is not optimal, it's possible we'll, implement a way to plot this automatically.

Not yet I'm afraid.

OK thanks, though I'm hoping the runtime support will be in the order of weeks rather than months 🙂

I'm pretty sure it won't be months, but weeks 😃 But it depends on how much work the individual runtimes will require.