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IK revamped and documented

July 21st, 2014

We released IK a month ago in a bit of a rush because we didn't want you to have to wait while we had a short vacation. To celebrate being back, we've revamped IK so it works as we intended from start to finish. We've also written proper documentation for the feature.

We have some catching up to do, but I'll start tackling IK runtime implementations as soon as possible. The IK code for spine-libgdx has been committed, but it won't be much use until Spine exports the IK data. Soon!

Discuss this post on the Spine forum.

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Blog Archive

  • Spine 3.0.00 released
  • Unity colliders
  • Slot Color view
  • Outline view
  • Performance metrics
  • Upcoming views, sneak peek
  • Finally an update!
  • Spine 2.0, customizable UI
  • Automatic skinning weights
  • Auto Key for Spine Essential
  • IK revamped and documented
  • IK pinning is now available
  • Skinning is ready!
  • Skinning update
  • Free-Form Deformation now available
  • Meshes!
  • 1.6.39 released, new stuff
  • Licensing and… Kickstarter!
  • Bounding boxes and a special announcement
  • Keyable draw order
  • Childhood dream come true: Building Spine
  • Event timeline, texture packing and more
  • Texture Packer and Honeymoon
  • Introductory sale ending
  • Onion skinning available
  • Tons of runtimes, editor features on the way
  • AS3 and Starling runtimes available
  • Lua gets some LÖVE
  • Runtime refactoring
  • Unity and C# runtimes, more videos

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