![]() Here comes a new challenger!!Īs an artist/animator I was happy to overlook the DragonBones bugs and just find ways around it. From my experience I haven't encountered any bugs and updates are rarer – potentially because of the lack of issues? I can only guess. ![]() Spine, on the other hand is considerably more stable. They've broken features or introduced serious app crashes. Sadly the bugs I've encountered aren't small either. However with this quick turn around more bugs come and go at quite the pace. I've had issues one week that were actually fixed the next, so that's fantastic. Bugs & UpdatesĭragonBones has very active development, so you're going to see it develop at a super fast rate. That is, until you hit the bugs of DragonBones. But for now, it means you can move between Spine and DragonBones fairly pain free because of their similarities. Both fulfilling the basic skeletal animation and DragonBones can even do some of the 'Pro' features of Spine, such as mesh deformation.Īs they both develop I suspect that they'll divulge down different paths. Functionality wise, there seems to be parity. It's really a case of why ‘fix' something that doesn't need fixing? FunctionalityĮxterminate it keygen 2 12 volt. I feel that most of my issues with Spine would be fixed if they simply used the default system dialogue. The most confusing bit is the open and save dialogues: Everything seems to be hidden away but once you understand that it starts to make sense. It's all it's own little enclosed system, with no native system menus. It feels like someone has once read about user interfaces and tried their best. Spine on the other hand… while it looks similar, it's so weird to use. I've been using the Mac version primarily, but testing it out on Windows it also feels good there. If you've used any Adobe software ever you'll feel right at home. Deceptively simple, but it still packs in all the features. If you're going to be staring at a program until your eyes hurt, it has to be intuitive and easy to handle.ĭragonBones instantly hits that comfort zone, with a very Adobe-like interface. See if it works for the project and if not, nothing is lost. It's free! When I started with bones animation this was a no brainer. (And to get the most out of Skeletal animation, you really need to go with the pro) ![]() Spine currently costs $69 for the basic 'essential' package, and $299 for the 'Professional'. The most obvious difference between DragonBones and Spine is in the price. ![]() I've been working with Spine and DragonBones recently on a project and thought it would be useful for other animators to see what the difference between the two are. Beyond the many editor features described below, the live demos for the Spine Runtimes show how animations can be layered and blended to achieve all kinds of dynamic behavior. Spine is packed with features to keep you productive while building great looking animations. 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. Changing from one animation to another can be smoothly crossfaded. For example, a character could play a shoot animation while also playing a walk, run or swim animation. Mixing Animations can be blended together. Animations can be reused for characters that look different, saving countless hours. Animations can be played in slow motion with no loss in quality.Īttachments Images attached to bones can be swapped to outfit a character with different items and effects. Smoothness Spine animations use interpolation so animation is always as smooth as the frame rate. Spine animations store only the bone data, which is very small, allowing you to pack your game full of unique animations.Īrt requirements Spine animations require much fewer art assets, freeing up time and money better spent on the game. Smaller size Traditional animation requires an image for each frame of animation. This is called skeletal or cutout animation and has numerous benefits over traditional, frame-by-frame animation: 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.Īnimation in Spine is done by attaching images to bones, then animating the bones. Spine is an animation tool that focuses specifically on 2D animation for games. Spine is dedicated to 2D skeletal animation, providing an efficient workflow both for creating amazing animation and for integrating it into your games. ![]() We believe creating great 2D animation requires not only powerful software, but a powerful workflow. ![]()
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