

It’s tempting to think that all you need to render a normal-mapped Spine character is the ability to render a normal mapped sprite combined with the ability to render a conventional Spine character. If that’s not your bag, you might want to skip this section. It might be helpful, particularly for programmers, to have a bit of a grip on the maths behind this kind of thing. There’s a certain amount of dodginess regarding the bending of the knees, though for artwork that was made without dynamic lighting in mind, I think he came out pretty well. The fact that this is truly dynamically lit, rather than just faked, is most evident on the parts that are rotating the most, particularly the right hand. The walk is a bit slower than I’d like, perhaps, but here’s an illuminated Spineboy, with a static light to make it easier to see what’s happening:

You can also control the speed and direction of the animation playing. You can select any animation in the Spine file and also select different skins. You’ll also need to (draw and) load up lighting profiles in atlas form (if the files are named properly Sprite Lamp will automatically grab them), and then off you go. And, it’s working! It looks something like this: Spineboy artwork and animation is from Esoteric Software, with our own lighting profiles/normal maps applied.Īs you can sort of see from the screenshot, the interface is not terribly complex – you load up a. The main thing I’ve been working on lately is loading up Spine files in Sprite Lamp, so you can view them, animated and dynamically lit, in Sprite Lamp’s preview window. It’s time to talk a bit about how that’s going and what it means. As I’ve mentioned recently, I’ve been playing with Spine and Sprite Lamp.
