Spine implementation in Castle Game Engine is moving forward very fast :) Try our Spine support yourself:
1. grab view3dscene from snapshots http://michalis.ii.uni.wroc.pl/castle-engine-snapshots/ (under Windows, remember to grab also the appropriate dlls),
2. just run it and open (File->Open) any Spine (json) model.
3. Using "View->Sort Transparent Shapes (2D, using Z)" is also usually a good idea.
Today we implemented "mesh" attachment type for Spine. This optimizes the rendering (at least the fill rate) and opens the door for animations using mesh bending --- good e.g. to deform character face (to raise eyebrows or such). See http://esotericsoftware.com/spine-in-depth#Features for description how mesh is useful in Spine.
Also attaching screenshots showing how 2D Spine animation can be inserted in 3D models in Castle Game Engine. You just "Inline" a Spine file (xxx.json) inside another (for example, inside VRML/X3D file). Things like screen effects (that enhance colors or make grayscale), or wireframe rendering modes, just work.
1. grab view3dscene from snapshots http://michalis.ii.uni.wroc.pl/castle-engine-snapshots/ (under Windows, remember to grab also the appropriate dlls),
2. just run it and open (File->Open) any Spine (json) model.
3. Using "View->Sort Transparent Shapes (2D, using Z)" is also usually a good idea.
Today we implemented "mesh" attachment type for Spine. This optimizes the rendering (at least the fill rate) and opens the door for animations using mesh bending --- good e.g. to deform character face (to raise eyebrows or such). See http://esotericsoftware.com/spine-in-depth#Features for description how mesh is useful in Spine.
Also attaching screenshots showing how 2D Spine animation can be inserted in 3D models in Castle Game Engine. You just "Inline" a Spine file (xxx.json) inside another (for example, inside VRML/X3D file). Things like screen effects (that enhance colors or make grayscale), or wireframe rendering modes, just work.