It is automatically installed with Adobe After Effects CC 2015 to 2017 and is also available as a standalone application which one can download separately as part of a Creative Cloud all-apps subscription. In the next part, we will export the character to Spine and rig it.Freemium for Starter mode, trialware/ software as a service for Pro modeĪdobe Character Animator is a desktop application software product that combines real-time live motion-capture with a multi-track recording system to control layered 2D puppets based on an illustration drawn in Photoshop or Illustrator. If you can't see the rulers, Ctrl+R on Windows or ⌘R on Mac will show and hide them.įeel free to check it out and explore the folders hierarchy by yourself. To control the root pivot point of the character within the Photoshop file, we click on the ruler corner, and while holding the mouse down, drag the cursor to a position of your choice. This way, we can be sure the character won't walk in the air, or its legs get cut by the ground. It is essential for walkable characters, as the horizontal guideline represents the ground. Horizontal GuidelineĪfter we export the PSD, we will want the character to be above the horizontal guideline in Spine. After exporting, we will have different slots in our Spine project, each filled with the relevant attachments of all five directions. It is crucial in order to get an accurate Spine file after exporting. ? All folders and layers must have the same names. If we need multiple layers, we can create a wrapping folder for them prefixed by the tag that will merge into a single attachment after export. Its name will contain its relevant direction and the name of the Slot folder it is placed under. Under the Slot folder, we place a single layer with the art. When exporting, this tag will put the layers as attachments under Slots in our Spine projects. Inside each root folder, we will place all body parts under a folder, tagged with the tag and the name of a body part. When exporting to Spine, the tag will place all the layers under the folder in a subfolder. We will give the root folders the tag of and the name of its direction. A tag is a keyword at the beginning of the name of a layer or folder, surrounded by square brackets. We communicate our intentions for the script by using tags. We are using the PhothoshopToSpine script to export the PSD to Spine. With some adjustments, we can get a satisfying result. To create the Right direction, we can reuse parts like the ears and body.įor creating the 45 degrees, we can shift the shapes of the existing parts of the Down and Up directions. We only need minor edits, and we got the Up direction. The face parts we can either delete or place under the head layer. Once we got the Down direction, we can duplicate it to create the Up direction. We can duplicate and mirror both legs and arms in Spine, so we create only one side of limbs. It will save us time and effort for creating the other directions. We place the body parts in different layers during the drawing process. We start by creating our base directions: Down, Up, and Right. It works best with symmetric characters, as implying this shortcut on unsymmetric characters, tends to break the illusion. There is one trick you can use to reduce the number of animations you have to make, which is to mirror the Right animation to get the Left one. In this part, we will create our character in Photoshop, facing all the different directions, and organize our file for easy export to Spine. The character will have an idle and walk cycle, and also and attack animation. We will cover the full workflow: Photoshop, rigging, animation, and Unity integration. Perfect for top-down and third-person games. In this Spine 2D tutorial series, we will go through the process of creating a character in 8 directions.
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