• Editor
  • Runtimes && LICENSING

my Question....
I have Spine pro...IF I USE SPINE TO CREATE AN ANIMATION FOR A VIDEO GAME PROJECT (WETHER I JUST USE PNG IMAGES OR IMPORT THE ATLAS/JSON FILES INTO THE GAME VIA UNITY OR GAMEMAKER) WHAT ADDITIONAL LICENSING DO I NEED??
I am new to using Spine but have years of animation experience. I Love The simplicity that spine brings to the animation process....and with that said...I have the stupidest question in the world to ask you. Can you explain runtimes to me?? Do they have anything to do with the assets that i create and import into unity or gamemaker?? what i mean is...if i create a character, animate him, and then export him out of Spine and then import him into Unity or Gamemaker is their any licensing conflicts?? my resources are my resources correct?? no matter what software I've use to develop them?? I just cant use any art, animation, or code (These are Spine's runtimes??) from Spine, correct?? (except the json and atlas files that were created with the export of my original character and original animation creation). I've been trying to wrap my head around this all day and the company is freaking out after investing money into this program and I can't sufficiently explain this runtime thing to them. Thanks for any help you can give me.

Best regards,
Shawn Todd

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  • Düzenlendi

Some of it is explained here:
GitHub - EsotericSoftware/spine-runtimes: 2D skeletal animation runtimes for Spine.

There are two parts, Spine (the editor) and the Spine Runtimes. The Spine license is here:
Spine Editor License Agreement
The Spine Runtimes license is here:
https://github.com/EsotericSoftware/spine-runtimes/blob/master/LICENSE

To use Spine you need to license Spine. Like Photoshop and other tools, anything you create is your IP, you own it and can sell it, give it away for free, etc. This covers the Spine project file and export files such as JSON, binary, images, atlases, and video.

The Spine Runtimes are code that goes in your apps to load and render JSON or binary data exported from Spine. If you want to use the Spine Runtimes in your applications, you are granted rights to do so simply by licensing Spine. Note this means you need a valid Spine license to distribute your apps, so a Spine Enterprise license will need to be renewed if you continue to distribute your apps. Spine Essential and Professional do not expire except if you have more than $500k annual revenue, at which point you need Enterprise.

EDIT: Spine's licensing has been revised to allow continuing to use the Spine Runtimes without renewing your Spine Enterprise license. Please see here:
Blog: Our new licensing explained

Thanks Nate. That's what I thought. But just to make this perfectly clear to my Superiors...and if I said something like this to them...

"I am the sole licensee of the Spine Professional software i am using. Anything I create on Spine is my own IP (Intellectual Property). All images and animations are mine and can be used in any app i develop. Since I am the licensed user of the software I DO have access to the Spine runtimes if i so choose to use them...unless my personal revenue exceeds $500k. At that time I will need to upgrade to Enterprise."
"In the mean time...If i avoid access to the Spine runtimes and simply create animations in, say, the traditional png sprite format there are no limits to what i can develop for the apps I am creating, even though by not using the runtimes it may limit much of what Spine has to offer us."

...Does all that sound accurate to you??

Thanks again.

Yes. However, if the company you are making animations for needs to use the Spine Runtimes in software they distribute, then they will need their own Spine license to use the Spine Runtimes. If they require an Enterprise license they have the option to choose zero users if Spine is not needed and only the Spine Runtimes are needed.

Sounds great. That's just what I needed to know. Thanks again.