Lhescar

Hi guys,
I've been working on Spine since one year and a half now, still enjoying this experience and looking forward about how the tool will improve.
Here's few videos about my work on Zodiac released on iOS last november. The game is made on unity.
Character-Design are made by CyDesignation, founded by Hideo Minaba former art director on FF XII.

This is a quick overview of my work on character and vfx animations:



and for those who are more interested, an extended version which shows the puppets in spine, enjoy! :)



For more stuff about it, see http://charles-duchesne.blogspot.co.uk/

Any comments and questions are welcomed,
Cheers.
Lhescar
  • Posts: 26

24andahalf

Wow! Beautiful work, and thank you so much for including rigging in your reel. I've been animating with Flash for something like 12 years so I tend to build my rigs more towards what I've done in the past. It's great to see setups like yours to really inspire me to break out of the lil shell I've made for myself :)

Now I gotta go check out that game, it looks pretty!
Your pal and mine.
24
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24andahalf
  • Posts: 18

Lhescar

Thanks for your support!
About rigging, i took some inspirations from previous experiences i had on softwares like 3ds max and after effetcs. I don't know very well flash, but compare to others softwares i've used, Spine is really a fun tool to play with! :)
So having a look on how other artists build complex set-up even on other tools may help you to find some clues.

Just an exemple, it's not on spine but it really helped me to understand how a set-up could be thought:
It's about DuIK plugin on after effects.

https://vimeo.com/7872163


Cheers!
Lhescar
  • Posts: 26

Kikekun

Wow...Too good! :D
Simply awesome.
Kikekun
  • Posts: 60

Lhescar

Thanks ! :)
Lhescar
  • Posts: 26

BinaryCats

[quote="Lhescar"][/quote]

really nice animations. Our animator said it was the best work he has seen with spine.
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BinaryCats
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Lhescar

Thanks to you both!
Lhescar
  • Posts: 26

aiat_gamer

Hi, Awesome work. Do you mind answering some questions for me please?
-In the extended show real, for the character that is shown on 2:00, the old guy, what is the use of all those bones out side of the character? For example the blue ones on the left.
-How did you achieve the effect on the column at 1:51?

Would you mind sharing the meshes for these two?
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aiat_gamer
  • Posts: 78

Lhescar

Hi aiat_gamer,
sure no problem! :)
So, at 2:00 the blue bones you can see are used to animate particles/bubbles the character perform on one of his skill (see at 3:10 in the showreel). Nothing really particular about those meshes, no weight on it, it's just basic images attached.
The reason they are displayed like that it's because they are attached to an other bone which is used as a pivot on the ring...

still no path with bezier handle in spine ( Hope the coders will prioritize this feature?! ;) ), so i had to find a way to create curve trajectory just with rotations and translations.

About the warrior staff, i've used bones as meshes controlers, see below:

Hope that brings answers to your questions ?:)
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Lhescar
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BinaryCats

... Thanks for that :) (the pic) our artist, was hesitant to believe me when I said that it was mesh weighting to make it look 3D :)
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BinaryCats
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aiat_gamer

Lhescar wrote:Hope that brings answers to your questions ?:)
Yes, but if I may bother you some more, can you also show the mesh with pie icons too? I want to know how did you achieve the column turn, while moving a bone left and right.
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aiat_gamer
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BinaryCats

aiat_gamer wrote:
Lhescar wrote:Hope that brings answers to your questions ?:)
Yes, but if I may bother you some more, can you also show the mesh with pie icons too? I want to know how did you achieve the column turn, while moving a bone left and right.
The mesh is bound to three bones, one to the left one to the right. The vets on left of the image are 100% bound to the left bone. the verts on the right are bound 100% to the right bone. It looks like its just auto weighted, there is a smooth gradient of colour. The colour of represents how much that pixel is weighted to a bone. red left, yellow middle, and green right.

http://esotericsoftware.com/spine-weights
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BinaryCats
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Lhescar

More details about the weights. :)
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Lhescar
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24andahalf

Woohoo! Thanks for sharing some inside details :)

I'm always surprised by how "simple" the setup is sometimes with such beautiful looking mesh based animations. I guess that's just a testiment to the power of Spine and the creativity of its user base, eh?

I'll check out that DuIK vid this afternoon. Thanks for the link :)
Your pal and mine.
24
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24andahalf
  • Posts: 18

Channfree

THIS IS SOOO COOOL, many expletives sprinkled within this comment. Man I hope to get to your level someday
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Channfree
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aiat_gamer

Lhescar wrote:More details about the weights. :)
Thank you man, it is rare to see someone willing to show the inside of the their work. ;)
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aiat_gamer
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Nate

Seriously amazing work! :rock: Thanks for sharing, especially the rigging.
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Nate

Nate
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Lhescar

Thanks all for you're support! you're welcome. :)
Lhescar
  • Posts: 26

Pharan

The weights trick an excellent workaround for mimicking what 3D animation programs can do!
I also love how you used weights to animate the shadow effect.

I really hope someday, Spine will support grouping transformations and deformations into controller handles so you can interpolate between poses and mimic 3D movements by just moving a handle around and keying the handle's values.
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Pharan
  • Posts: 5366

Lhescar

Indeed, that could be an easier and quicker way to reproduce pieces of animations instead of copying keys.
What i do at the moment is during the set-up process, i create a animation track just to test the 3d effect of specific parts, as it's done in 3d softwares to test the rigging with "skin" or "physic".
So at anytime, i have a "backup" of my 3d effect in both direction with each controllers i've created.
I already done a video showing that, but it's about Zodiac episode 2 content... hope i'll be able to share it soon?!

On complex characters, it could be messy pretty quickly with all these bones/controllers, so i use the selection locker in the timeline but a actual option to sort keys might be very useful!
I know it's in the wish list on the trello board, but really looking forward for this kind of improvement to accelerate the process. Even more store selections with other keys please!!! :)
Lhescar
  • Posts: 26

Ivanneke

Wow, this is one of the best things I've seen here - both the animations and the designs. And also thanks for showing the rigs.

And also this
Lhescar wrote:still no path with bezier handle in spine ( Hope the coders will prioritize this feature?! )
+1 on this from me.
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Ivanneke
  • Posts: 29

Shiu

Really incredible work. Thank you for sharing!

As for paths it will definitely make it in. I hope we can get to it relatively soon.
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Shiu

Shiu
  • Posts: 2392

PaulV

What is happening with the smoke assets in setup mode?
Do you have all effects there but hidden? Sorry for asking I am interested because I am working on a game also and when I export the project in Unity, I have all the assets for effects hidden, I can-t see them because are 0opacity but are there and I am not sure about the performance. Can you give me some advices or tell me how you resolved your character?

PaulV
  • Posts: 5

Lhescar

Hi PaulV,

Indeed VFX assets in set-up mode are hidden to make the all project more easier to manipulate. If images are hidden in set-up mode but you put some opacity key (pink) at 100% you won't see it unless you put also some visibility keys on (yellow). So my advice is to put some visibility key on each images you which to disable in set-up mode and make appear only in animate mode.
Lhescar
  • Posts: 26

BinaryCats

I imagine you have a lot of VFX assets, and a lot of keys for them in the animation? Did you not think about putting them on a different skeleton(s)?
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BinaryCats
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