Note: Due to Godot issue #19943, this fork will currently have lower performance.
This version of the Godot Spine module allows:
Example:
var sprite = Sprite.new()
sprite.rotation_degrees = 45
sprite.position.y = 90
sprite.texture = load("res://machine_gun.png")
$Spine.add_node_to_slot("left-hand", sprite)
The added node will respect the slot's draw order and the parent bone's transform. This allows children Godot nodes to appear between the Spine character's body parts.
The Spine instance will have children nodes named after Spine slots which can be manipulated.
Examples:
# make face red
$Spine.get_node("head").self_modulate = Color(1.0, 0, 0)
# make right arm and hand appear above environment
$Spine.get_node("right-arm").z_index = 1000
$Spine.get_node("right-hand").z_index = 1000
This module adds Spine animation support for godot game engine 3.0. It has been tested with Godot 3.0.2, but may contain bugs. The 2.1 module is also avaiable in the 2.1 branch
Current Spine runtime version for master branch 3.6.52.1 (Github link). Current Spine runtime version for 2.1 branch 3.5.51.
This module is forked from sanikoyes's godot branch and some of the code is forked from godot-spine-module. Both of the code are declared as MIT license.
The license of this module is under the Spine Runtimes Software License.
Add this code under modules/spine
in your Godot source tree. You may either copy it or use git submodule add
.
Build Godot using scons platform=x11 tools=yes target=release_debug
or whatever build options you prefer.
Use the Spine
type in your scene tree and load your animation into it as a resource.
The Spine API Reference is useful to learning more about how the code works.