Animation

Spine Character Animation - Quonx

Recently started experimenting with character animation workflows in Spine using this awesome character design by Graey Erb that I came across on ArtStation.

Since I only had access to the flattened raster artwork, a large part of this process involved preparing the character in Photoshop for animation. This included cutting apart individual elements, painting back missing information, rebuilding shapes, and cleaning up sections so they could deform correctly once rigged in Spine.

This first pass focuses mainly on a subtle idle loop, secondary motion, silhouette readability, mesh deformation, and facial movement. I also included a few breakdown renders showing some of the rig structure and animation flow behind the scenes. Final presentation and rendering were assembled in After Effects.

This piece is still very much a work in progress, and I’m planning to continue expanding it further with additional motion states like walking, hit reactions, and more gameplay-oriented animation tests.

Really enjoying diving deeper into real-time and game-animation workflows lately.

Original artwork by Graey Erb on ArtStation:https://lnkd.in/d9dG_P3d

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Initial inspiration/source reference:https://lnkd.in/d3Netmwaā€

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