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« on: February 17, 2013, 12:59:39 am »
To integrate with Box2D you could have a few modes: 1) Each frame a Spine skeleton is posed with an animation, then the Box2D parts are positioned to match the bones. Physics don't control the body parts. 2) The Box2D parts are not posed with the animation and physics takes over, giving a ragdoll effect. 3) A mixture of this, eg animate everything but an arm that is injured.
You can export GIF, JPG, and PNG images and QuickTime and AVI videos, but you are right that this is not nearly as useful as using the animation data in your game with a skeleton system.
We want to help as much as possible to get Spine working on many game toolkits. Just throwing a JSON or binary spec at you and hoping for the best would not provide a very good experience. The libgdx and Corona code is available in the full version and can be used as a base or reference to build more runtimes. We are also working on generic runtimes for C++, AS3, Lua, JavaScript, C#, and Java.
We have been working on the generic C++ runtime (almost done!). This handles loading the data, provides a nice object model to manipulate the data (bone world positions, create animations programmatically, etc), can apply animations to a skeleton, and also blend animations. It does basically everything except rendering. So, for SFML support all that needs to be done is implement the rendering.