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Learning Spline: Components

Today, April 18, 2024, I documented my learning on Spline's Tutorial "How to Design and Use Components in 3D with Spline". And then I stopped it.



The Spline tutorial above is more of a demo of what you can do with Components in Spline, more than an in-depth or detailed How-To video.


It's a good introduction to showcase Spline's features, and as with most YouTube video tutorials, they're either really short and quick, or long (while some can be dragging). Not all are in the extremes, as there's a plethora of tutorial videos on YouTube, as there are exemplary ones you may find, and there are very kind YouTubers who curate tutorials, which is exactly what we need these days.


Here's the good news:

Spline has documentation that's well done and organized.


Go to Spline Docs: Components



Documenting Tutorials on Notion


So, why "Document" the tutorials?

It's the same as taking notes in the classroom. Or, maybe not.


We "Document" / Take notes on tutorials we learn on YouTube.


Okay, but why?


  • We want to have a clear and concise presentation of the How To process. To have a clear Step-by-Step Guide that we can go back to, and it's easy to follow, easy to understand, and helps us quickly find the information we need.

  • To help us remember and memorize keyboard shortcuts.

  • To help us remember and memorize steps and substeps that we sometimes forget while still learning the software.

  • To help us navigate the software, where to find the tools, settings, panel, etc.

  • To help us connect terminologies used in different or similar software as we learn to understand the function of a specific tool or procedure in the software.



Even though I stopped it after I saw Spline's satisfactory and well-don Documentation, which details the keyboard shortcuts and navigation through video clips, I'm still sharing here what I started if anyone's curious:



I want to continue exploring Components on Spline and harness the power of this feature, as it can speed up production. So I might add more in that document later (or I might just create a new one.) :)


If you're reading this and have questions, leave a comment or reach out to me. I'd be glad to help.



Documenting through Video or Screen Recording


We also "Document" by Recording our process with Video or Screen Recording tools like Quicktime or streaming tools like OBS, and many other similar tools out there.


This is a great way to learn processes as it gives you feedback. This is great for self-improvement.


Sometimes, other people might be available for feedback, but usually, it's the results that we're able to show other people.


When it comes to process, it's good to record your own, and then review it after.


More often than not, you can already see things you can correct on your own.


By comparing the processes in the tutorials vs. your own performance, you can self-correct already. This is good, if not better, so that other people can give feedback on things you can't or haven't seen that needs correction or improvement.



My Recorded Sessions


Part 1 : Setting Up Spline with an Existing Asset in "3D Icons"



In the beginning, I created a file with an existing asset and jumped right away with Creating a Component.


There are already tons of scenes and 3d objects you can load to start playing and creating with Spline.


In the next video, I was able to demo how to create a 3d object in Spline. So if you want to create your own 3D icon, you can start that way.



Part 2 : First Steps on Creating Your Own 3D Icon



It's not a video tutorial on how to create your own 3D Icon, but these would be the first steps if you want to go that route.


I find it quite easy to find my way around Spline. And I would like to learn more about the "Modeling Tools" shown at the beginning of the video.



Part 3 : Creating 1st and 2nd Instances of the Component



Here, I test out if I was able to create Components and Instances correctly.


Disclaimer: I consider the assets I made while following the tutorial as "placeholders." So, I didn't put a lot of time into adjusting the materials or designing the icons. For viewers, this might be off-putting.


The Technique Behind "Placeholders"


Learning a Process is like creating a pipeline. Literally.


So, first, you connect the pipes. Attach joints and whatnot.


Then, later, you can think about the input and output, calibrate, and recalibrate.


Is this clear?


Okay. This technique would be the same way I see programmers create games (or software). It's getting the technical side down. Eliminate the technical barrier first.


Then later you can get detailed on the water, or the thing you feed in it.


So, let's say you're building a soda machine. Step 1: Build the soda machine. Step 2: Feed it with water. Step 3: Calibrate to your liking, to create "orange juice", "strawberry juice" or "coconut juice".


It's like creating a machine. Build the machine first.


Then worry about the "Input" and "Output" later.


This is how you wear a programmer / developer / technical / builder hat.


After you've built the machine, then, wear the Artist Hat.



The Artist Hat


The Artist Hat, in this case, is ready to start with "Art Production".


However, 'Art Production' connotes that there is already a Creative Brief and Style guide in place. In Art Production, all you have to do is develop the concept in 2d or 3d and create the art assets for the game.


So, let's get back to "Learning Spline" and "Documenting Tutorials".


In our case here, this is when we start making different flavors with our "water", from the Soda Machine example above.


This is when you can try different "Inputs", whether that's water or a jam or sand, to create different "Outputs" using the Soda Machine you've already built.


The Soda Machine is the process you learned.


When you produce different outputs using that process, and variations of outputs, then that's the art that you create as the artist.


When you're making a game, the output you make is the art assets for the game as a game artist.


If it's a 3d game, and you're making 3d assets, then the roles you'd usually have are "3D Artist" roles.


There are many different flavors you can make, and many roles you can take.


It's never boring. :)


"Design is Play" so have fun!


Learning is fun!


And learning new software is also fun!




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