Capstone Project
Capstone: From the Tutorial PSD to a Deliverable walk Animation
Inspect structure, calibrate motion and weights, refine timing, and export in one project copy.
After this article
A walk animation that passes structural, playback, file, and reimport verification.
Before you start
- Complete the quick start, keyframe, IK, and Spine export tutorials.
Create a recoverable baseline
- 1
Prepare the complete PSD project
Import right_test.psd into default with Right, assembly, bone binding, and animation generation enabled. Confirm all seven animations.
Expected resultThe project has a complete character, skeleton, slots, limb IK, and default animations.
- 2
Name and duplicate the project
Name it “walk-baseline”, save, sign in to the workspace, and duplicate it as “walk-optimized”. Make subsequent changes only in the copy.
Expected resultYou can always return to the untouched default walk. Anonymous workspace access first shows sign-in.
Sign in before using “Duplicate as New”. Anonymous editing can remain local, but the sign-in page is not a duplication entry. - 3
Record the original issues
Play walk in the copy and pause at contact, lift-off, foot exchange, and loop seam. Record foot sliding, joint direction, occlusion, and pulling.
Expected resultEach issue has a specific frame and body part rather than only “the motion looks unnatural”.
Record issues before choosing which tool to use.
Fix structure before motion
- 1
Check bindings and draw order
Expand the leg bones, slots, and images to confirm that left and right are not swapped. Inspect far and near legs against the torso in Draw Order.
Expected resultEvery foot image follows the intended bone and occlusion remains sensible throughout the step cycle.
Structural issues cannot be solved by adding more keyframes. - 2
Inspect leg meshes and weights
Select thigh, lower-leg, and foot meshes, open Weights, and inspect joint transitions with pie charts and heatmaps. Refine the topology before rebinding if necessary.
Expected resultKnee bends show no obvious tearing, distant pulling, or sudden vertex jumps.
This locates the inspection tools, not a completed weight assignment. Select bones first, then compare adjustments using the same walk segment. - 3
Save a structural checkpoint
Close weight and mesh tools, play walk to confirm a stable base structure, then save.
Expected resultA reliable structural checkpoint lets you focus on animation afterward.
Calibrate IK, keyframes, and timing
- 1
Stabilize the foot-contact interval
In walk Animation mode, locate foot-contact keys. Adjust leg IK targets and poles slightly and compare neighboring frames that should keep the foot planted.
Expected resultLess foot sliding, correct knee direction, and no overstretching.
Use IK targets for foot placement instead of adding many manual bone rotations. - 2
Organize keys instead of adding more
Marquee-select contact or swing keys that need to move together. Establish left–right phase and endpoint relationships before adding necessary in-between poses.
Expected resultTracks remain synchronized and the step rhythm is clear without meaningless dense keys.
Identify the intended keys before dragging a selection from an empty timeline area. This is not a completed marquee selection. - 3
Refine transition curves
Select the starting keys for lift-off, landing, and weight transfer, then compare Linear, Ease In, Ease Out, and Custom Bezier.
Expected resultLandings have clear rhythm, lift-off is not stiff, and curves introduce no new overshoot.
Select the transition's starting key before using these controls. This shows the entry, not an adjusted curve. - 4
Check the loop seam
Compare first and last bones, IK, mesh deformation, and draw order, then play at least two complete loops.
Expected resultEndpoint poses and velocities connect naturally without a sudden frame jump.
Complete the four delivery checks
- 1
Structural check
Recheck bones, slots, images, meshes, weights, and constraints to ensure motion fixes did not introduce structural problems.
Expected resultThe rig is complete and all editing tools have been closed.
- 2
Playback check
Inspect the complete walk, its loop seam, and transitions with idle and run. If footsteps are needed, add event keys on landing frames and check their timing with audio.
Expected resultMotion, audio, and looping fit the intended use.
- 3
File check
Export GIF or MP4 for review, then export Spine JSON / SKEL, atlas, and texture for the target version. Play the media and inspect every downloaded file.
Expected resultPreview files actually play and the Spine file set is complete.
This real exported file lets you inspect the character, loop, and background; it does not prove that every other advanced exercise is complete. - 4
Reimport check
Reimport the Spine output into a blank project and compare skeleton, images, walk keys, and constraints. Resolve every warning.
Expected resultThe exported set independently restores a playable result without depending on the source project's cache.
This checks the downloaded file contents, not a successful reimport. Confirm reimport statistics and playback separately in the editor.