RMMV SPINE 2D CORE

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Started by Jonforum 10 posts View original ↗
  1. Mr30vOsh_o.gif
    RMMV PIXI SPINE ANIMATION CORE
    pixiSA
    credit (jonForum,dimisterjon)
    under M.I.T licence
    Required:

    * pixi.js v4.6 or upper
    *TexturePacker
    *Spine 2D || dragonbones
    *a JS reader and editor

    PREZ && TARGET:
    simple and efficient integration of the spine module, json and atlas.
    Also used from texturePacker compression optimisation.
    Already well integrated in pixi, a little complex to manage for rmmv.
    Integration of a specific easy class in rmmv to manage animations Events, and actions.
    runtime-diagram.png

    PERFORMANCE:
    the performance test seems satisfactory, with an integration of a complex demo with very high resolution based on 60 fps X450.
    [embedded media]

    SUPER USERGUIDE LIST SPINE && dragonbones (16 VIDEO)


    DOWNLOAD:
    coming soon v0.1A
  2. More animation options are always welcome!
  3. Llareian said:
    More animation options are always welcome!
    I forgotten dragonBone because the performance was disastrous!
    The same model X30, dropped the fps to 50.
    With texturePacker and spine 2D, it can hold this huge model with a lot of mesh X350 without frame drop.
    I think it's a lot more interesting.

    only problem, a little complex to manage, but I'm studying it now.
    A good alternative to after effect with pixi extra sprite animation.
  4. @Jonforum Spine is amazing!
    Performances are incredibles!
  5. Gamefall Team said:
    @Jonforum Spine is amazing!
    Performances are incredibles!
    yes , i just received some more tricks to get more performance.

    Do you use meshes? They break pixi batching.
    Look at https://github.com/pixijs/pixi-spine/blob/master/src/core/Bone.ts#L89, that transform is calculated for every bone, every frame. How many bones each of your animations have?


    So avoid use mesh, and also optimize the number of bones for a simple animation.

    the demo use a lot of complexe bones and mesh, but i think rmmv can hold and rendering over 600 spines objects if object are optimised without mesh.
  6. with dragonBone
    5d27GfRa_o.png
  7. Cool! I'm using Spine a lot. It has been my main 2D-animation tool for couple of years now.

    I'm using mesh animations, but I can do without :D For me the most important part is to have this great tool supported in RPG Maker MV.
  8. Any progress? Has this been abandoned?
  9. Closing at OP's request.