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In order to animate a character in Spine, it must first be broken down into its individual parts. The character is divided at its joints so that each body part can be animated individually. Using a script (Photoshop to Spine), the individual parts are saved as PNGs.
It is also important to ensure that the character's “bones” are positioned correctly so that the joints can rotate optimally. It is also important to ensure that the bones are drawn from the correct origin. This prevents the bones from being connected to the wrong joint. For example, the upper arm should be connected at the torso and not at the hip, otherwise it will be drawn starting from the hip bone. Another important aspect is to name the bones in the hierarchy according to the corresponding body parts so that there is no confusion. Furthermore, the body parts in the hierarchy list should be dragged and dropped into the bones. This connects the body parts to the bones and they now move with them.
The model is now rigged. Then you have to click on “setup” at the top left, which will open the animation view.
All bones are then selected and the four keys (rotate, reposition, scale and compress) are activated. Activation works by clicking on the red box symbols next to the four parameters. The boxes are green at the beginning and turn red when clicked. They are responsible for automatically setting new keyframes at this point as soon as something is changed in the animation. From here you can animate freely. It is best to set the start, end and middle frames first and then correct them manually in between.
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