Welcome to the third video of our Animating with Spine tutorial series! This time we discuss how timing and spacing breathe life into your animation. Follow along with the provided Spine project to hone your animation skills and really understand the topic. Happy animating! Project files for the timing and
Sandi is Ayden’s best friend and next-door neighbor. The two are inseparable. We designed Sandi as our female hero for Enfield’s Apocalypse to run with Ayden in order to save their world from a weird curse that is turning people into partial animals.
Sandi is 11 years old and 56 inches tall.
Her blood type is O+.
She’s spunky, smart, outgoing, and wants to live in peace with nature.
She lives with her mom but does not know her dad. Her father left before she was born, although her mother never talks badly of him. Sandi adores her mother, but of course, like any 11-year-old, doesn’t always follow the rules.
Sandi’s Motivation to Save Enfield?
Sandi’s mom makes the best darn soup. After the curse took over their land, her mom ended up with hooves for hands, preventing her from being able to make soup. What better motivation is there than yummy food?
Sandi’s Concept Creation
Anyways, check out the character concept creation below. Kendra Corpier designed her using Photoshop and a Wacom tablet. She recorded the video with OBS. The concept took just over 8 hours to create. Don’t worry, though, we sped up the video so you can see it in less than 5 minutes.
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Learn how to rig meshes for new poses in your animations in this festive stream! Read more on the Spine blog: http://esotericsoftware.com/blog/alternative-poses-workflow Expand the video description for downloads and chapters! Downloadable files: https://esotericsoftware.com/img/blog/alt-poses-spineboy/festive-spineboy-material.zip Get Spine: http://esotericsoftware.com Follow Erika live as she creates assets for Spine on Twitch: https://www.twitch.tv/esotericsoftware All the
[This presentation was previously shown during Unity’s Artist Digital Developer Day 2020] In this session we will be looking at how Houdini Engine can help game developers create procedural content in art-directable ways to use in Unity. Using the new SessionSync functionality, we’ll show how developers can work with procedural