I'm definitely going to annoy Gallo with this request. I made a small gif of really bad quality:Ī small tool loading custom skeletons and normal maps would be awesome, just like the "spine player" you coded, only together with a shader. My idea is to go with depth mapped body parts.Īs i am working with png sequences as an output format, instead of using runtimes, my approach is to render the "diffuse map" and the depth map of every frame separately (just using different images in the same animation) and process the depth maps into normal maps afterwards.Ĭurrently, I'm doing that in CrazyBump, where I can also see a dynamically lit preview of one static image. I considered doing that, too, but as you say, the light direction is lost when rotating images. I guess, you are working with normal mapped body parts animated in Spine? Hopefully, Finn finds a way to integrate it with Spine. However, if I get it right, you have to paint 4 lighting profiles for every frame of an animation. And what I have seen so far looks awesome. Of course I have heard about Sprite Lamp. I'm definitely going to annoy Gallo with this request.I've had a look at Gallo's implementation some days ago and couldn't get anything to run, as I have absolutely no experience with Unity. You are welcome to evaluate the Spine Runtimes and the examples we provide in this repository free of charge. However, if I get it right, you have to paint 4 lighting profiles for every frame of an animation. This GitHub project hosts the Spine Runtimes which are needed to use Spine 2D skeletal animation data with various game toolkits. So far, I managed to create some normal maps from rendered animation frames, but, coming from a more artistic background, I have no idea how to preview my animations with dynamic lighting. And what I have seen so far looks awesome. Hey guys, I'm currently doing some experimenting with spine and dynamic lighting. I've had a look at Gallo's implementation some days ago and couldn't get anything to run, as I have absolutely no experience with Unity.
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