Spine – 2D skeletal animation for games, with physical secondary motions
en.esotericsoftware.com
en.esotericsoftware.com
The thing I REALLY appreciate is the lifetime license. Checking my emails, I bought the professional version in 2015 for $289. Now it's almost a decade later, still getting awesome updates, and I can still get the latest version. Totally unlike the current trend... I'm looking at you, $20 / month for Speedtree.
>Spine Enterprise is required for businesses with $500,000 USD or more annual revenue. The license allows Spine Enterprise to be used by the specified number of users for a period of one year. All updates are provided during this time. After one year, Spine Enterprise must be licensed again to continue using Spine Enterprise.
I like these honour system enterprise licenses better than never-ending subscriptions, but they are becoming too common in the game industry.
So you get the allure from the business side, since they are also continually spending time and probably labor updating the tech.
Now of course they've been bought by Maxon and the price is now about 33 bucks a monnth.
The open sourced their renderer recently
https://rive.app/blog/rive-renderer-now-open-source-and-avai...
"License
The code and all associated assets of the flame_spine package is distributed under the MIT License (see the LICENSE file). HOWEVER, as flame_spine includes Spine Runtime libraries, your use of flame_spine in your games or other products is also subject to the terms and conditions of the Spine Runtime License Agreement (see the LICENSE file).
In particular, in order to use flame_spine you are required to obtain a valid Spine Editor License."
I suppose the idea is that you're paying to work on something that will make you money. And then if you have a FOSS mentality you can share that for others using your engine.
But I'm sure there's wiggle room if you contact. if you're an up and coming engine and are interested I'm sure Spine only has to gain by having its tech ready to go with it.
https://github.com/EsotericSoftware/spine-runtimes/issues/20...
A user of that plugin needs a Spine Editor license. The author of the plugin does not. Users of the engine not using the plugin do not need a license either. That's how integrations with e.g. GameMaker, Defold, etc. have worked for years.
First, it makes it obvious that the UI being presented is not part of the website, but a screenshot, so people don't trying to mess with it like it's an interactive widget.
Second, it showcases a general feature without inviting scrutinising the details of the UI, which a general product page isn't the best place to do so anyways.
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(Personally I do love a good software Screenshots page, but that can be a separate thing IMO)
https://www.youtube.com/watch?v=5epzCprCdGc
The program is tolerable if you take a course to learn the silly shortcut key interface, and spend about $300 on after market plugins. =3
>Businesses with more than $500,000 USD annual revenue require a Spine Enterprise license
I tend to be averse to proprietary dependencies more from a maintainability/longevity aspect than a cost aspect. If Esoteric Software goes out of business, who develops future versions of Spine? Are they kind enough to open-source it before turning the lights off? Does it get sold to some other company that runs it into the ground? Does development just cease? Are there licensing servers that the tools and SDKs and such have to ping to be functional, and if so, what happens when those servers shut down?
It's not open source, but the best competitor to Spine is probably Live2D, which is used by a lot of Eastern studios (and basically dominant in the mobile space). You'd probably find some open source implementations over in Japan.
For Spine, FOSS didn't make sense to us, as you either end up with open-core, which over time will shift incentives to work on the proprietary parts, or a donation based funding model, which is stressful and unpredictable.
I don't know about Krita, but most open source software of considerable complexity and scope has god awful UX. It's no accident you named only two, of which Blender was infamous for it's bad UI and unintuitive nature.
Gimp is also the type of UX you generally get from foss.
Yes, but it doesn't have it anymore: i personally know several 3D artists who switched from other (commercial, proprietary) programs to Blender and absolutely love it. You'll also find a ton of videos on YouTube from 3D artists praising it.
How it used to be is irrelevant because my point is that being opensource didn't prevent it to become a tool that is loved by its users for its UI.
It is also why...
> It's no accident you named only two
...i named Blender and Krita specifically (and intentionally, thus indeed not an accident) and did not brought up GIMP or anything else, because Krita is also loved for its UI (even if i personally am not a big fan of it, there are many artists who use it and like it).
My point was, again, that being opensource doesn't prevent having good UX - lacking good UX is not a byproduct of being opensource, it is a byproduct of the developers who wrote the software not caring about good UX.
Price your software they way you want Spine to price theirs, and you'll fall under the 500K threshold and be all set.
More developers, especially “open source” ones, need to be charging corporations for their work.