On top of that we could generate a unique mesh based on the skeleton and slots hierarchy, by having a bone transform hierarchy in unity(the same used for 3D models bones) with some animatable objects per bone like "image attachement" or "mesh attachement", However, we could write a sprite Framework supporting mesh shapes and CPU skinning, or even vertices tweening. I doubt using native unity's sprite is a solution cos the API is really poor and won't support FFD or mesh sprites. ![]() I plan to do some research on the subject and maybe write my own solution. I know this one has already been answered, but I would really like to see a runtime using unity's animation system and mecanim compatible. I have so far a few questions about the runtime. ![]() ![]() I have plans to develop a platformer on unity, and hope your editor and runtime will be the perfect solution when we come to production time. First, thank you for the amazing work on Spine, I can't wait for the new pro features and sadly I discovered Spine after the 2nd kickstarter ended
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