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  • Usable Spritesheet != Texture Atlas SOLVED

Awesome!! Hope this is exactly what we need to get things imported quicker! Just gonna keep our fingers crossed that it will play well with Unity now

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Rybar, I'll probably do an update today. When Spine starts it will update to the latest unless you've chosen not to in Settings.

Updated Spine this morning and gave the new grid packing feature a shot. Works perfectly. Thank you so much Nate for your prompt response and update! Spine has already become my favorite animation tool, but your superb customer service has made it that much better.

Thanks! 8)

:yes: :yes: :yes: :yes: :yes: :yes:
Thank you so much for adding the grid export option!! It has fixed all the problems with importing into Unity without the use of json! 😃

8 mesi dopo

Hi friends, I'm trying to achieve this kind of spritesheet :

But so far without success, I have the last version of Spine Essential...what are the steps for exporting to a grid file 😉 thanks !

Cheers,

  1. Ctrl+E then select PNG.
  2. Check Create atlas
  3. Then click Settings
  4. Now set Packing to Grid
    Lastly make sure you have PNG export set to Sequence and you can now export.
2 anni dopo

Is there a way to export all the animations with the same dimension? Right now the output I get is a nice grid spritesheet... for each animation. But different animations have different sizes. (e.g. the run is wider than idle) is there a setting that would do that?

Not yet. That's something that would be useful in the future tho.

Yeah.

The current workaround is to make a transparent box png, make sure none of the animation poses go beyond that transparent box, then export the frames with grid packing.

3 mesi dopo

I tried the transparent png and didn't get an even grid of squares from it. I attached the png to a bone, positioned the png to encompass the entire character through the full animation cycle, and exported using grid packing. The frames came out at different sizes however and in different relationships to the animated character. I have 2 questions.

  1. Based on this, how would you write out a regular grid with the same dimensions, keeping the character in the same place in relationship the borders of the squares of the grid?
  2. Does the Atlas that is generated contain the information for registering the images on the sprite sheet so that they play back correctly in a game engine?

@[cancellato]
Are you sure the bone that had the png attached wasn't moving?
Are you sure the transparent png was big enough to comprehend all the animation states? (big enough to fit a jump and not just the setup pose)
Answering to question one depends on the two questions above, a.bout question two, yes because it's just a standard spritesheet. You set the fps and then move the root in the game engine. Tested in various projects and it worked pretty well.