Funded! This project was successfully funded on February 23, 2013.

Update #27

New Spine Features

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Hey everyone! We have now updated all 18 of the official runtimes to support all the features in Spine: bounding boxes, keyable draw order, events -- everything. We've also been working on stability, fixing bugs, and adding minor features to help productivity. For example, hotkeys are now configurable, attachment transforms can be copied, and the timeline is now above the dopesheet. We will be working through the remaining handful of minor stretch goals in the coming weeks.

When we started Spine, we had vision of exactly what we wanted from a 2D skeletal animation tool. We've built a great tool and, thanks to all your support, have almost two dozen official runtimes. From where we are now, again we can clearly see the road ahead. We have a plan to really take Spine to the next level. To reduce our budgetary pressure and ensure we have the time see our plans come to fruition, we have decided to do a new Kickstarter to help fund four amazing new features:

Spine Features Kickstarter

Backers of the original Kickstarter already have a Spine Professional license, so will already get all of the new features. If you would like to support us again, fantastic! Otherwise, be sure to check out the new Kickstarter video to see where we hope to take Spine in the future. Of course, just spreading the good word about our project would be great too!


Update #26

Bounding boxes and a special announcement

We have released bounding boxes! This allows you to attach polygons to bones, then at runtime you can use the polygons to do hit detection, for physics simulation, etc. A bounding box is an attachment and goes in a slot, just like an image, so can be changed by animations or at runtime as needed. This can be useful when you have multiple items to equip which have a different bounding boxes. Also, a bounding box is translated, scaled, and rotated by the bone it is attached to.

We've been focusing on editor features, so currently some of the runtimes are missing bounding boxes, keyable draw order, and events. We will change gears and bring the runtimes up to date very soon!

We've been doing some R&D and have a pretty exciting feature to announce: free form deformation! While we didn't make the final Kickstarter goal, we know this is a very important feature and have decided to do it anyway. It will enable Spine to handle many types of animation that would otherwise be difficult. Also, images can be deformed to cover problematic areas such as joints, which would otherwise require new images to fix. FFD reduces the amount of art needed even further!

We are very close to having all the Kickstarter goals and stretch goals complete. All of the major tasks are done, we just need a bit of time to clear out the smaller tasks, then we can all celebrate! We really appreciate everyone's patience during the past 7 months while we've been working on Kickstarter goals. We are almost there!

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Update #25

Keyable draw order

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We've completed the keyable draw order stretch goal! You can now change the draw order during animations without using multiple slots.

To use it, switch to animate mode and change the draw order in the tree, then click the key dot next to Draw Order in the tree. Similar to events, the visibility dot next to Draw Order can be used to hide the draw order keys in the dopesheet.

If you're interested in some of Spine's history, our experiences building the tool, and the technologies used to do so, then be sure to check out our blog post from last week, A Childhood Dream Come True: Building Spine.

In other news, the dopesheet has gotten some fancy new icons!


Update #24

Texture packing, event timeline, new videos, and more

We've been hard at work in the 2 months that have passed since the last update. In that time we've done 37 releases, which averages to a release every other day! As always, you can see release details in the changelog. The most notable new features are probably the event timeline and integrated texture packing.

The event timeline allows you to specify events during your animations, then at runtime you can take some action such as playing a sound or spawning particles.

Integrated texture packing means you can pack your images into a texture atlas when you export your skeletons from Spine. You can even use the Spine texture packer for general packing purposes, for use without Spine.

There are also many other new features:

* Key adjust mode enables editing many keys all at once for quickly adjusting entire animations.
* Key shift mode makes it easy to drag all subsequent keys.
* Playback options.
* Multiple slot drag and drop.
* Background images.
* A number of new features work together to create a new skeleton setup workflow.
* Ghosting is shown off in the ghosting video.
* Lots of smaller features, some of which are shown in the quick tips video.
* Tons of minor tweaks and bug fixes.

We are closing in on finishing all the Kickstarter stretch goals. Most of the largest and hardest goals have been completed and we hope to get the rest done very soon.

Thank you all again for supporting Spine!

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Update #23

Onion skinning available

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Onion skinning is now available in v1.4.01+! It is actually called "Ghosting" and is accessed via the Ghosting button just above the dopesheet. The core of our vision for this feature is there, though it is very new and may see some minor tweaks. This is a powerful feature that has many uses. We will make a tutorial video in the next day or two detailing its usage. Enjoy!

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