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Spine Animation Names Sticky Locked

A topic by silverstraw created Jun 29, 2023 Views: 252
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Developer (6 edits)

Spine Vtuber Prototype uses these animations:

Note: Underscore in animation name can be substituted with hyphen ( - ) or space ( ).

Standby Animations

  1. idle
  2. breathe

Face Animations

  1. face_roll_left
  2. face_roll_right
  3. face_pitch_down
  4. face_pitch_up
  5. face_yaw_left
  6. face_yaw_right
  7. left_brow_raise
  8. left_eye_open
  9. left_pupil_pitch_down
  10. left_pupil_pitch_up
  11. left_pupil_yaw_left
  12. left_pupil_yaw_right
  13. mouth_height
  14. mouth_width
  15. right_brow_raise
  16. right_eye_open
  17. right_pupil_pitch_down
  18. right_pupil_pitch_up
  19. right_pupil_yaw_left
  20. right_pupil_yaw_right

Body Animations

  1. torso_scale_y
  2. torso_scale_x
  3. torso_rotate
  4. left_upper_arm_scale
  5. left_upper_arm_rotate
  6.  left_lower_arm_scale
  7. left_lower_arm_rotate
  8. right_upper_arm_scale
  9. right_upper_arm_rotate
  10. right_lower_arm_scale
  11. right_lower_arm_rotate
  12. left_upper_leg_scale
  13. left_upper_leg_rotate
  14. left_lower_leg_scale
  15. left_lower_leg_rotate
  16. right_upper_leg_scale
  17. right_upper_leg_rotate
  18. right_lower_leg_scale
  19. right_lower_leg_rotate

Hand Gesture Animations

  1. left_close_fist
  2. right_close_fist
  3. left_point_up
  4. right_point_up
  5. left_victory
  6. right_victory
  7. left_iloveyou
  8. right_iloveyou
  9. left_thumb_up
  10. right_thumb_up
  11. left_thumb_down
  12. right_thumb_down

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.