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Spriter is the ultimate 2D animation and object creation tool. It's an intuitive animation tool that lets you animate with or without bones, or any combination thereof, along with frame by frame features. A host of other useful features like tweening curves, inverse kinematics, and onion skinning make creating amazing animations a breeze.
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'Share Your Stuff' threads. Should have the OP posting in the comments alongside everyone else, if they post. Socialize: Join our Watch Weekly threads: Related communities 1 2. So I backed Spriter back on kickstarter all that time ago, its good, I like it, updates are a bit slow but considering what they're adding Its not too difficult to wait.
In the meantime however I've seen Spine a few times, I've not used it, and really I'm curious how other people think the 2 compare. I don't expect it to be a case of 1 is better than the other, more of a I'd like to hear why some people prefer one over the other. As Unity user I'm rather unable to take advantage of spriters Mesh deformation feature, since it doesn't work in the export plugin for Unity, I'm unsure if spines mesh deform works in unity however, anyone know?
Another quick question, for either tool are the bones actually exported into the engines? As if so that could be pretty damn interesting with physics and the like. EDIT: Due to request here are links to the spriter and spine websites, and puppet2d. I'll refrain from comparing the products, since I'm a tiny bit biased. I can only say to try the editors and runtimes for both. Spine's trial has all features (except save/export) so you can try out the editor.
The and runtimes have example scenes, so you can see how Unity integration works. IMHO, the most important things are: 1) Modifying existing animations. The majority of animating is refinement.
Major poses are roughed out first, then in-between poses and secondary motion is added. 2) Start to finish workflow, from rigging your skeleton and creating animations to using them in your games. There are lots of ways to waste a lot of time on a bad workflow, whether its tedious editor actions or problematic runtime integration or limitations. Meshes aren't yet ready in the Spine runtime for Unity. The only game toolkit so far with meshes and FFD is libgdx, though someone has and a couple people have gotten it to work in Unity. I'm working on skinning now (ehm, when not browsing reddit.). This affects meshes and FFD a bit, so I want to get skinning done before updating the runtimes.
Hopefully I can start on the runtimes in a couple weeks. Spine's runtimes do expose the bones, allowing you to manipulate the skeleton procedurally. Eg, for Unity the goblin's head is rotated 15 degrees. This could be used to make him look or shoot at the mouse position or enemies, lean forward while running uphill, etc. You have access to the bones, so yes you could adjust feet to terrain. This will not be quite so easy though, because to keep the feet out of the terrain you'll probably need to adjust the foot bone, the shin bone, and the thigh bone. Doing this is called inverse kinematics (IK), where you give a bone a target position and the parent bones are adjusted.
Spine doesn't have IK yet, though we are working on some form of it after skinning. Yes, Spine uses texture atlases at runtime to reduce draw calls. Multi-page atlases are also supported, which can be useful if you have so many pieces they don't fit on a single texture.
Of course this will take more draw calls, depending on the number of texture switches. Spine, no L.:).