• 中文
  • Does Spine work with RTS in Unreal Engine 5?

Related Discussions
...

As far as I know, "Pharaoh: A New Era" uses Spine:
https://store.steampowered.com/app/1351080/Pharaoh_A_New_Era

However, that developer was struggling with how to reduce the cost of displaying and animating so many skeletons. This game was created using Unity, but I think the same issue could occur with UE5. The following thread may be helpful to you:
Skeleton Late/Update in Pararalel ? [Pharaoh - A New Era]

So, can Spine achieve the "2.5" effect? Use a walking map in eight directions to create a 3D-like effect. As well as people can walk to the back of the house. Walk through houses resembling the Arc de Triomphe. In UE5.Age of Empires 2, it is possible to walk behind the house, as well as there are various gates and doors similar to triumphal arches. Characters can enter and exit under the door. At one point, I thought Age of Empires 2 was a 3D game.

I found this https://www.unrealengine.com/marketplace/en-US/product/paper2d-isometric-buildings-part-3 on the Unreal Engine Store and I wanted to get a 2.5D game from a similar angle

And is it complicated?

What you want to achieve is often called "Isometric video game graphics":
https://en.wikipedia.org/wiki/Isometric_video_game_graphics
I believe that there are many developers who are using Spine to create Isometric video games. In fact, I have actually created a skeleton in isometric, although it was in 4 directions instead of 8. As for the question of complexity, I think it depends on the character design. For example, our master animator, Erika, previously demonstrated rigging an 8-direction character on Twitch, it should not be that complicated with a character as simple as this:
Spine: Twitch: video FPaqO0Xlh4w
The character which I have rigged before was also a simple character such as its legs and hands were shaped like straight sticks, and it was not so complicated to animate.

How complex the skeleton structure will also be depends on the animations you want to achieve, so even a character with a simple design can be a complex skeleton, but at least the simplicity of the character design and the complexity of the skeleton rig should correspond in most cases.

  • Змінено

Can existing assets be turned into atlases instead of being designed in Spine or displayed in the UE5 Spine runtime in some way? My assest is all existing:
https://ts1.cn.mm.bing.net/th/id/R-C.265614794913cdb3634d3bae612e2367?rik=3rOLF4QdNkU2uA&riu=http%3a%2f%2fattach.66rpg.com%2fbbs%2fattachment%2fforum%2f201008%2f18%2f122923pm2ip2kymbcsk5am.png&ehk=BT4E4mMykGYQN%2bOg194j8NDV%2fNggEuBYKIoPf54Z4no%3d&risl=&pid=ImgRaw&r=0

https://img.programas-gratis.net/imagenes_extra/1/10579_3.jpg

Have you ever heard of RPG maker VX or something like that, I have a lot of PNG Picture like that. I just wanted to use Spine as an atlas integration tool and then use the UE5 runtime.

Sure! You can use Spine's texture packer to create atlases. Spine's texture packer is a general purpose tool. While it can be used for your Spine skeletons, it can also be run separately to pack all the images for your applications. Please see the following section of the user guide for information on how to run the Texture packer only:
Texture packing - Spine User Guide: Running the texture packer separately

If you want to create a sprite sheet, choose Grid in Packing in the texture packer settings:
Texture packing - Spine User Guide: Packing2

Also, you can pack textures using the command line interface. The parameters for performing texture packing are explained here:
Command line interface - Spine User Guide: Pack

Misaki написав

Sure! You can use Spine's texture packer to create atlases. Spine's texture packer is a general purpose tool. While it can be used for your Spine skeletons, it can also be run separately to pack all the images for your applications. Please see the following section of the user guide for information on how to run the Texture packer only:
Texture packing - Spine User Guide: Running the texture packer separately

If you want to create a sprite sheet, choose Grid in Packing in the texture packer settings:
Texture packing - Spine User Guide: Packing2

Also, you can pack textures using the command line interface. The parameters for performing texture packing are explained here:
Command line interface - Spine User Guide: Pack

For example, I want to make a walking person. My production path is similar to designing an eight-bitmap of a character from Spine, like the "Eight-Direction Design Video" video you told me about the other day. But because I have an eight-way walking diagram of RPG maker VX, I omitted the steps of the design. How do I go about making a character walking in eight directions and giving movement? Such as swinging a sword, squatting. I mean, add animation.I have all eight-way walking diagram with the same character doing any action (animation).

I guess you may want to use Sequence, which is very useful for managing frame-by-frame animations:
Blog: Spine 4.1 released: Frame by frame animation

The workflow for creating walking animation using Sequence would be as follows:

  1. Name the images for a walking animation as walk_01, walk_02, walk_03...
  2. Place walk_01 in a new skeleton, then check the Sequence checkbox in the properties of the placed attachment.
  3. Set the Image path to "walk_" and enter the start and end frame numbers in the Sequence field.
  4. In Animate mode, you can key the Sequence for the region or mesh attachment.

Whether Spine has the function of "sequence frame collage".:I have a picture split folder of character's walking animation, which is similar to the GIF split of a character's walking. (The character is naked), as well as the sequence frame pictures of clothes, hair and shadow when the character walks. The actions of characters, clothes and shadows are split into different folders. And assign different file names, such as character _ Walk up.000.png- character _ Walk up. 999. png, these 1000 pictures are nude sequence pictures of characters walking up. Similarly, clothes and shadows are similar (clothes _ walk up_000.png - clothes _ walk up_999.png, shadow _ walk up_000.png - shadow _ walk up_999). The character walk diagram is the basis, and the clothes and shadows are in different specific positions on the following layers.

https://ibb.co/B2v2Xf7
https://ibb.co/RB1jcJ2

These pictures are all made by me using the drawing software provided by Windows 11. Can I put them together in Spine first and then sequence them. Similar to in Photoshop, I first use the character as the background layer, then add the clothes layer, drag the clothes onto the character's chest, and then add the shadow layer, which is placed below the character's feet. Then create three new timelines. They are: character, clothing, shadow.
When: character_ Walk up_ At 000 frames, clothes and shadows are also clothes/shadows_ Walk up_ 000, when the character is 999, the clothes and shadows are also 999. Three animation timelines.

In this way, characters, clothes, and shadows can be matched as animation sets.

Whether it can be done, and whether there are tutorials.

Regarding combine clothes on a naked body, you can do it using Skins, but the GIF images you have seems to use a color (magenta) for transparency instead of applying alpha 0 pixels to the areas you want to make transparent, so you need to replace these with alpha 0 pixels first so that Spine can combine them. This can be easily done by creating a new action in Photoshop that selects the magenta pixels with Select -> Color Range, deletes the selected pixels, saves the edited image as a PNG, then applies the action to all the images in the folder with File -> Automate -> Batch….

Although it is possible, I think relatively few people are doing it with Spine. The way you want would require a large number of images, and the size of the resulting data should be large. So there is no official tutorial on such a case, and it is generally not recommended. Please note I am writing my answer on the assumption that the larger file size is probably no problem in your case.

To see how Skins can be used to combine clothes and a naked body in Spine, the Skin View page and the Spine Demo would be helpful:
Skins view - Spine User Guide
Spine: Demos: Skins

1.Maybe I made a mistake. I mean, is it possible to simply create a sequence animation of multiple existing PNG images through Spine, with each image and number. It is not through Photoshop or bone, import josn data and other methods.Like many GIF generation software, select multiple PNGs to generate a GIF,And splice multiple GIFs on the same canvas. Become a GIF that every part can do.

  1. Spine runtime for Unreal Engine 5. Does it have the function of code adjusting key frames? For example, I have an animation of a character rotating 360 degrees, which I call "Rotation". This animation has 360 frames. Can I write in the code: When the character rotates, the animation is a certain frame? Achieve the function of controlling the rotation angle of characters by code.

I think I already answered your #1 question, but maybe words don't convey it well, so I suggest you download the Trial version and do the actual test: Spine: Trial Download
The Trial version does not allow you to save created animations, but you can place any image you wish to use in the editor and animate it. The trial version allows you to try all the features available in Spine PRO, so you can also try to use sequence attachments.

2. Spine runtime for Unreal Engine 5. Does it have the function of code adjusting key frames? For example, I have an animation of a character rotating 360 degrees, which I call "Rotation". This animation has 360 frames. Can I write in the code: When the character rotates, the animation is a certain frame? Achieve the function of controlling the rotation angle of characters by code.

You can set an animation starting at a specific time by changing TrackEntry animationStart , and set the TrackEntry timeScale to 0 so that the animation is fixed at a specific time. However, please note these are specified in "seconds" and cannot be specified in frames.

2 місяці пізніше

I also want to make RTS games like Empire 2