Spine animated models can be added as GUI nodes as well as game object components. This manual explains how to use imported Spine animation data in GUI scenes.
First you have to import the animation data and set up a Spine Scene resource. The Spine animation documentation describes how to do that.
Second, the contents of your Spine Scene resource must be available in your GUI scene. Add it by right-clicking the Spine Scenes section of the scene in the Outline and select Add ▸ Spine Scenes.... Choose the Spine Scenes (one or more) you wish to use in the scene.
Third, create a Spine node by right clicking the Nodes section of the Outline and selecting Add ▸ Spine).
The new node is automatically selected. Make sure to set its properties:
Spine nodes can be controlled in runtime through script. To start an animation on a node, simply call the
local catnode = gui.get_node("cat_note") local blend_time = 0.3 gui.play_spine(catnode, hash("run"), gui.PLAYBACK_ONCE_FORWARD, blend_time, function(self, node) print("Animation done!") end)
The individual bones in the Spine skeleton can be accessed as GUI nodes. The nodes are named according to their names in the Spine setup.
For instance, to attach another node to an existing bone node, fetch the bone node by name with
gui.get_spine_bone() and attach the child to it:
-- Attach a text node to the tail of the cat local cat = gui.get_node("cat_node") local textnode = gui.new_text_node(vmath.vector3(400, 0, 0), "Hello tail!") local tail = gui.get_spine_bone(cat, "tail") gui.set_parent(textnode, tail)
Bones are also accessible through
gui.get_node(), by the bone name prefixed by the name of the name of the Spine node and a slash (
-- Attach a text node to the tail of the cat local textnode = gui.new_text_node(vmath.vector3(400, 0, 0), "Hello tail!") local tail = gui.get_node("cat_node/tail") gui.set_parent(textnode, tail)