START – Introduction To Spine

Categories: 2D Animation
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About Course

This is an introduction to Esoteric Spine 2d, One of the most used skeletal animation tool in 2d games.
In the Start Couse you will get introduced to the main concepts of the tool. How it works, the interface, all the features and resources to understand and start using spine, right away.

The course comes with the files and projects for each lesson, so you don~t have to spent time creating assets or looking for them around.

Course Content

Introduction
With start you will have a solid introduction to Spine 2d, getting in touch with all core features and all concepts, tools and interface.

  • Introduction To Start
    04:53

Navigation & Customization
Learn how to adapt and optimize Spine interface, hiding and showing all the views, how to navigate and access the basic tools.

Toolbars & Bones
Knowing where the main tools are and the first introduction to bones is an essential lesson to start. Bones are the elements that holds most of the animation done with Spine.

Relationships
Relationships ships are one of the core concepts we need to learn. They will connect your assets to the elements that will make the animation possible. They can be done by simple parenting or by constraints, each one has specific uses and they can make your rig simple or very confusing. It is key to have an optimized workflow to understand what kind of relationship works better for each part of the rig.

Slots
Slots holds the assets, also called attachments. They could be, images, meshes, paths and some other particular types. They will help you to keep things organized but also can influence the rig and the animation.

Deformations
Deformations happens with mesh attachments. they are the main difference between Spine essential and Pro. They are the difference between having just cut parts and have advanced setups like facial animation, cloth or fake 3d.

Rigging
Everything in Spine needs a rig to be animated. The rig is the main structure behind whatever you see moving on the screen. it could be simple as a single bone or complex as a full character with physics. Having a well structured and optimized rig is the foundation for a solid animation.

Motion
Understanding movement is what makes animation great. Animation is not just putting things in motion, it is how do you control the motion along the time. You will learn here the tools you need to understand how motion works inside spine, and what to look for to control it and give your animation a more professional look.

Graph
The animation graph was introduced in Spine 4.1 and it is a game changer to level up the animation quality. Not everyone coming from the early versions of spine understand it well, here you will learn the core concepts of this tool and how to use it to level up´your workflow and quality.

Skins
Skins are a powerful tool for game dev as it allows you to replace assets on the fly, combine different parts of characters, adjust the rig for different proportions and even to have custom setups for different versions of the same rig. It is a complex tool to start but here is a good introduction to its concepts and functionalities.

Other Elements
These are other elements from Spine, not used very often but they can be very useful and help you in specific cases.

Views
Views are the name of each panel in Spine. Many are hidden, and in this lesson we will go through all of them.

Cutting
This is an extra lesson for a process that is very common and important. The preparations of the assets in Photoshop to be exported and used in Spine. In this lesson we will cut and export a character properly, thinking about the animation we want to create later in Spine.

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