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Spine, libgdx, Kryo, KryoNet, and more
esotericsoftware.com

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Day 16.

When rigging hands and fingers or feet and toes it is efficient to weight all the toes/fingers to only one or two bones to achieve nice, progressive motion without cluttering your rig with many controls.

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Spine 4.0 is here! It's our biggest release ever, bringing you tons of new and exciting features, including an amazing new graph view. Learn more on our blog: https://t.co/RNQZdZUI2J

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Happy Holidays from all of us at Esoteric Software! We have a little gift for you 🎁

Learn how to add alternative poses to your Spine projects and manage them with ease in this festive tutorial on the blog.

https://t.co/HBZYJIZLzc

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Another cycle of Twitch streams will begin on the 13th of August and continue every Thursday at 4pm CET with our host
! You can ask questions live and interact with Erika as she shows off rigging in Spine.

https://t.co/MsD1OIl6Xf

https://t.co/wrBCdNhc2g

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Meshes vary greatly in shape and purpose. This blog post categorizes meshes into 3 broad types, making it easier to decide how to create meshes.

https://t.co/8fX0CbdhK7


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Meshes are difficult to get right, especially when placing vertices and setting weights. Check out the tips in this blog post to create better meshes.

https://t.co/39YXzX8L9v


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Skin constraints are a great way to increase the expressiveness of your skeletons! In this blog post we'll explore how to use skin constraints to alter the proportions of a character using the Mix-and-match example project:

https://t.co/2h0FNvdy2n

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Our latest beta has just begun! We've got a great new way for you to stay on top of the latest Spine news, plus big plans for the future. Check out the details in this blog post:

https://t.co/PB29n7U7Z0

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Here's a really cool article about pseudo 3D controllers and blinking: https://t.co/6brbH05J0s

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