📰 Title: | Spine | 🕹️ / 🛠️ Type: | Tool |
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🗃️ Genre: | Development | 👁️ Visual: | 2D |
🏷️ Category: | Development ➤ Graphics Editor ➤ Animation | 🏝️ Perspective: | First person (interface) |
🔖 Tags: | ⏱️ Pacing: | Real Time | |
🐣️ Approx. start: | 👫️ Played: | Single | |
🐓️ Latest: | 🚦 Status: | 01. Awaiting entry (no status) | |
📍️ Version: | ❤️ Like it: | 9. ⏳️ | |
🏛️ License type: | 💰 Commercial | 🎀️ Quality: | 7. ⏳️ |
🏛️ License: | ✨️ (temporary): | ||
🐛️ Created: | 2013-10-03 | 🐜️ Updated: | 2024-06-17 |
📦️ Package name: | ..... 📦️ Arch: | ||
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📄️ Source: | ..... 📦️ RPM: | ||
⚙️ Generic binary: | ![]() |
..... 📦️ Deb: | |
🌍️ Browser version: | ..... 📦️ AppImage: | ||
📱️ PDA support: | ..... 📦️ Flatpak: | ||
✨️ Not use: | ..... 📦️ Snap: |
📰 What's new?: | 👔️ Already shown: | ||
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💡 Lights on: | 💭️ New version published (to be updated): | ||
🎨️ Significant improvement: | 🦺️ Work in progress: | ||
🎖️ This work: | ![]() |
🚧️ Some work remains to be done: | |
👫️ Contrib.: | goupildb & Louis | 👻️ Temporary: | |
🎰️ ID: | 13937 |
🕯️ How To: (202108),
🏡️ Website & videos
[Homepage] [Dev site] [Features/About] [Screenshots] [Videos t(202xxx) gd(202xxx) gu(202xxx) r(202xxx) lp(202xxx) ht(202108) ht[fr](202xxx) ht[de](202xxx) ht[ru](202xxx) ht[pl](202xxx) ht[cz](202xxx) ht[sp](202xxx) ht[pt](202xxx) ht[it](202xxx) ht[tr](202xxx)] [WIKI] [FAQ] [RSS: no] [Changelog 1 2 3]
💰 Commercial
• [Online store] [Kickstarter (Funding successful)]
🍩️ Resources
• (empty, license): [Homepage] [Dev site] 🎬️ g(202xxx)
🛠️ Technical informations
[PCGamingWiki] [MobyGames]
🦣️ Social
(libGDX & Spine) Devs (Nathan Sweet (Esoteric Software LLC) [fr] [en]): [Site 1 2] [Chat] [mastodon] [PeerTube] [YouTube] [PressKit] [Interview 1(202xxx) 2(202xxx)]
The Project: [Blog] [Chat] [Forums] [mastodon] [PeerTube] [YouTube] [PressKit] [reddit] [Discord]
🐝️ Related
📦️ Misc. repositories
[Repology] [pkgs.org] [Generic binary] [Arch Linux / AUR] [openSUSE] [Debian/Ubuntu] [Flatpak] [AppImage(author's repo)] [Snap] [PortableLinuxGames]
🕵️ Reviews
[HowLongToBeat] [metacritic] [OpenCritic] [iGDB]
🕊️ Source of this Entry: [Site (date)]
🦣️ Social Networking Update (on mastodon)
🛠️ Title:
🦊️ What's:
🏡️
🐣️
🔖
📦️
📖 Our entry: https://www.lebottindesjeuxlinux.tuxfamily.org/en/online/lights-on/
🥁️ Update:
⚗️
📌️ Changes:
🦣️ From: 🛜️
🏝️ https://www.youtube.com/embed/
🦉️ https://www.youtube.com/embed/
🦝️ https://www.youtube.com/embed/
🦝️ https://www.youtube.com/embed/
🕵️ https://www.youtube.com/embed/
🕯️https://www.youtube.com/embed/
🕯️https://www.youtube.com/embed/
🎲️ https://www.youtube.com/embed/
🎲️ https://www.youtube.com/embed/
🎲️ https://www.youtube.com/embed/
🎲️[fr] https://www.youtube.com/embed/
🎮️ https://www.youtube.com/embed/
🎮️ https://www.youtube.com/embed/
🐧https://www.youtube.com/embed/
🐧https://www.youtube.com/embed/
🕶️
📚️ Name is a
📜️ "blabla" 📜️
2D animation for games
Spine is an animation tool that focuses specifically on 2D animation for games. Spine aims to have an efficient, streamlined workflow, both for creating animations using the editor and for making use of those animations in games using the Spine Runtimes.
Benefits
Animation in Spine is done by attaching images to bones, then animating the bones. This is called skeletal or cutout animation and has numerous benefits over traditional, frame-by-frame animation:
• Smaller size Traditional animation requires an image for each frame of animation. Spine animations store only the bone data, which is very small, allowing you to pack your game full of unique animations.
• Art requirements Spine animations require much fewer art assets, freeing up time and money better spent on the game.
• Smoothness Spine animations use interpolation so animation is always as smooth as the frame rate. Animations can be played in slow motion with no loss in quality.
• Attachments Images attached to bones can be swapped to outfit a character with different items and effects. Animations can be reused for characters that look different, saving countless hours.
• Mixing Animations can be blended together. For example, a character could play a shoot animation while also playing a walk, run or swim animation. Changing from one animation to another can be smoothly crossfaded.
• Procedural animation Bones can be manipulated through code, allowing for effects like shooting toward the mouse position, looking toward nearby enemies, or leaning forward when running up hill.
Bring video games alive
Animation brings video games alive. We believe creating great 2D animation requires not only powerful software, but a powerful workflow. Spine is dedicated to 2D skeletal animation, providing an efficient workflow both for creating amazing animation and for integrating it into your games.
Live Demos
Our live demos show a sample of what is possible with Spine, right in your browser window. Play animations in layers, manipulate skeletons dynamically, and much more.
Spine Academy
Spine Academy has everything you need to get started learning Spine. Whether you like learning on your own or prefer face-to-face workshops and courses, we got you covered. Check our changelog and roadmap to see what changed between Spine versions and what's being worked on, and don't forget to sign up to our community forum.
Features
Animating is an iterative process. Spine provides numerous tools to shape and refine your 2D animations. Bend and deform images with mesh skinning/weights, adjust timing with the dopesheet, visualize motion with ghosting, pose your characters with inverse kinematics, create pseudo 3D effects, and much more.
Spine Runtimes
Spine doesn't stop at designing beautiful animations. Export your 2D skeletal animation data, then use our runtime libraries to load and display your animations in your game, just as they do in Spine. We provide runtimes for nearly every major game toolkit and programming language.
Un outil d'animation squelettique 2D conçu pour le développement de jeux, par Nathan Sweet (Esoteric Software LLC).