2.0.9
- Updated runtime to Spine 4.2.61 webGL. Spine 4.2 exports without back support.
2.0.8
2.0.7
2.0.6
* Updated to run Spine 4.2 beta physics constraints. Include Spine 4.1 backward compatibility that 4.2 beta broke.
* Stopped drawing landmarks when face and body tracking modes under "AI Settings" menu are unchecked.
* Increased smoothing for body tracking because there is a lot more shaking from partial body than full body tracking.
* Fixed model number input that broke .svp saving process.
2.0.5
* Optimized setting Spine animation for hand gestures only once. Prevent continuously setting Spine animation for the same hand gesture animation.
* Added background thread support for body tracking AI on supported modern web browsers. The background thread start up the AI immediately without hindering the main thread. Users would experience shorter or no wait after starting the body tracking for the first time.
2.0.4
* Fixed "Showing Landmarks" canvas bug where it was not showing. The canvas was erasing faster than it can draw due to the 2.0.3 lag bug. Synchronized the erasing only when it is ready to draw the next frame.
* Added hand gesture tracking for closed fist, point up, victory sign, I love you sign, thumbs up. thumbs down. Hands open is assumed to be the default hand position.
2.0.3
* Added a check box for enabling hand tracking. It is located under "AI Settings" menu > "AI Tracking Modes" section > "Hand Tracking".
* Added "Debug Bounding Boxes" checkbox under "Canvas Settings" menu. Axis aligned bounding box and bounding polygon have separate color and opacity settings. Bounding polygons would help visualize collision shapes.
* Fixed a lag bug caused from turning on and off the camera/video. The software activated body tracking too frequently in a short amount of time. Mitigated by slowing down the activation from microseconds to milliseconds.
2.0.2
* Add a pointing downward behavior for the Spine model legs when the tracked legs are outside the video frame boundary. The leg positions are more assumptive and less reliable when outside of video frame boundary. The legs should default to pointing downward ( standing position ) to look more natural than flailing legs.
* Start to implement web parallel processing for browsers that support it. Multiple threads might speed up computation tasks.
* Defer 3d graph plotting task to optimize canvas rendering.
* Save 3d plot graph camera location when user rotates the graph. Note that the user can only rotate the graph when the graph is not being updated ("Update 3D Plot" is unchecked).
* Replace the word "body" with "torso" in the animation names of "body_rotate", "body_scale_y", and "body_scale_x". Make these animation names less ambiguous.
For desktop use. It requires a web camera. You want something like Open Broadcaster Software to record or live stream.
Uses modified Spine WebGL runtime 4.2.35
Copyright (c) 2013-2022, Esoteric Software LLC
Integration of the Spine Runtimes into software or otherwise creating derivative works of the Spine Runtimes is permitted under the terms and conditions of Section 2 of the Spine Editor License Agreement: http://esotericsoftware.com/spine-editor-license
Otherwise, it is permitted to integrate the Spine Runtimes into software or otherwise create derivative works of the Spine Runtimes (collectively, "Products"), provided that each user of the Products must obtain their own Spine Editor license and redistribution of the Products in any form must include this license and copyright notice.
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Spine Vtuber Prototype uses these animations:
Note: Underscore in animation name can be substituted with hyphen ( - ) or space ( ).
Standby Animations
Face Animations
Body Animations
Hand Gesture Animations
All the standby and face animations need to be created for the model for it to work in Spine Vtuber Prototype. If you are missing any of the required animations, Spine Vtuber Prototype will pop-up alert you about it. The other animations are optional but are required if you use tracking that corresponds to them.
Each animation represents the range of motion for a given parameter except for idle and breathe. For example "mouth height" represents the mouth range from closed to open, where the first frame is the mouth closed, and the last frame you set is the mouth 100% open. You can set any FPS and create multiple keyframes on the timeline to represent the range of movement. You want to to animate within one second. Any animation past one second could be ignored by this application. For example, if you set your Spine file for 60 FPS, you should not try to animate past 60 frames.
The right and left sides are based on the character model's point of view.
The rotation for the body animations start from the your right and rotate counter-clockwise. At 25% animation the body part should be point upward: 50% pointing to your left, 75% pointing downward.
The body parts with rotate and scale are 2 dimensional transformations. More faux 3 dimensional transform are still being discussed as Spine at the core is still 2 dimensional.
1.1.5
1.1.4
1.1.3
1.1.2
1.1.1
1.1.0
1.0.9
1.0.8
1.0.6
1.0.5
1.0.4
1.0.3
Videos
Animation Smoothing Function Test
https://wixmp-ed30a86b8c4ca887773594c2.wixmp.com/v/mp4/1e351697-997f-420a-b339-5...
Recorded Video into Camera Feed
Misaki ( Spine Team )
Cydoni with an O ( https://www.youtube.com/channel/UCFSKg1v6WVHHOLyz7bl3wqg )
Erika ( Spine Team )
Spine Vtuber Prototype uses these animations:
Note: Spaces in animation name can be substituted with hyphens ( - ) or underscores ( _ ).
All these animations need to be created for the model for it to work in Spine Vtuber Prototype. If you are missing any of the required animations, Spine Vtuber Prototype will pop-up alert you about it.
Each animation represents the range of motion for a given parameter except for idle and breathe. For example "mouth height" represents the mouth range from closed to open, where the first frame is the mouth closed, and the last frame you set is the mouth 100% open. You can set any FPS and create multiple keyframes on the timeline to represent the range of movement. You want to to animate within one second. Any animation past one second could be ignored by this application. For example, if you set your Spine file for 60 FPS, you should not try to animate past 60 frames.
Spine Vtuber Prototype uses these animations:
All these animations need to be created for the model for it to work in Spine Vtuber Prototype. If you are missing any of the required animations, Spine Vtuber Prototype will pop-up alert you about it. You can set any FPS and create multiple keyframes on the timeline to represent the range of movement. You want to to animate within one second. Any animation past one second could be ignored by this application. For example, if you set your Spine file for 60 FPS, you should not try to animate past 60 frames.