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#skeletember 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.
#madewithspine
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
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
#madewithspine
Another cycle of Twitch streams will begin on the 13th of August and continue every Thursday at 4pm CET with our host @Er1k4r1
! You can ask questions live and interact with Erika as she shows off rigging in Spine.
https://t.co/MsD1OIl6Xf
https://t.co/wrBCdNhc2g
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
#madewithspine
#gamedev
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
#madewithspine
#gamedev
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
#madewithspine
"The Joker" facial rig: https://t.co/w6il4noFMt Art by @GabrielSoareszz
Spine animation by @julianocastro
#madewithspine
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
Here's a really cool article about pseudo 3D controllers and blinking: https://t.co/6brbH05J0s #madewithspine