• Editor
  • how work with spine + normal (spriteilluminator)

I have a question that asks me to think about the process.
What is the best way to handle normal with spine? WorkFlow?

Let's take an example here on my custom editor, I have the house that is normal + texture.
Not a spine obj animated but i made house as simple textures for (diffuse + normal).

the tree are a basic spine example.
But how i can build or made a normal with spine ?


What you see is cheap, but my first goal is to build a strong, functional code.
But I'm stuck on the process to get a normal animate vertebral object.
tree are made with a json

What would be your approach with the use of texturePacker and Spriteilluminator?
Thank friend for help

related issu
https://github.com/pixijs/pixi-display/issues/25

video here but not show issu , but you can understand how it work

You'd create a duplicate of each of your attachment images, e.g. branch_A.png, and create a normal map version for it, that exactly overlaps with the original image. You can then use the texture packer to pack the normal map images into a second texture atlas, which you'd load in addition to the normal texture atlas.

badlogic ha scritto

You'd create a duplicate of each of your attachment images, e.g. branch_A.png, and create a normal map version for it, that exactly overlaps with the original image. You can then use the texture packer to pack the normal map images into a second texture atlas, which you'd load in addition to the normal texture atlas.

Thank it work.
Do you have a simple way to detect or specify when export, we have a normal map ?
With your current Runtimes.


I created a separate skin that attaches the normal-images, and named it "normalmap". At runtime you could then check if the "normalmap" skin exists

Jamez0r ha scritto

I created a separate skin that attaches the normal-images, and named it "normalmap". At runtime you could then check if the "normalmap" skin exists

thanks i love this idea, i need test it.

Also - you probably want to remove the "blue" that is in the outer area of your normal-maps and replace it with transparency. you can see in your photo that the blue on the outer edges is overlapping (and overwriting) the other parts of the trees on the layers below

Jamez0r ha scritto

Also - you probably want to remove the "blue" that is in the outer area of your normal-maps and replace it with transparency. you can see in your photo that the blue on the outer edges is overlapping (and overwriting) the other parts of the trees on the layers below

yes, I forgot to check, "keep transparency background" on spriteIlluminator. :o
thank


Jamez0r ha scritto

I created a separate skin that attaches the normal-images, and named it "normalmap". At runtime you could then check if the "normalmap" skin exists

Thank it the best solution and it work well.
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