• Editor
  • Several slots subjected to the same mesh

Hi everybody!
First of all, I love Spine.
I would like to know if there is any way to have some difererent images compounding an arm (for example) and single mesh over all of theme controllling them. I'm working in a proyect in wich we need to change colors (I use skins) but I lose a lot of atlas space repeating images of the same size to keep the same deformation.
Is there any way to do it without generating so much empty space.
Thank you very much and best regards.

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Yes, you can achieve what you're looking for by using linked meshes in Spine. Linked meshes allow you to share a single mesh across multiple images, which means you can have different images for an arm, for example, but control them all with a single mesh. This is particularly useful for changing colors or appearances without needing to duplicate the mesh for each variation, thus saving atlas space. You can find more information about linked meshes in the Spine User Guide: Meshes - Spine User Guide: Linked meshes.

Additionally, if you're using skins to change colors and are concerned about atlas space, consider using the same base mesh across different skins. This way, you can change the appearance and colors of parts of your characters without having to duplicate the mesh for each skin, which helps in reducing the amount of empty space used in your texture atlas.

    Are you packing polygons? That should use your atlas space efficiently.

    If you are doing many recolors, it may be worth looking into a solution using shaders, so the recoloring can be done programmatically.

    If you do stay with images for greater flexibility with customization, you might look into distributing individual images in your app, then packing an atlas at runtime that contains only what you need. This way you may be able to fit everything into a single atlas page, which is efficient for rendering.

    • JorgeP ha risposto a questo messaggio
    • JorgeP ha messo mi piace.

      Spinebot Thank you very much for your quick response! I'll keep an eye on the guide, try it and let you know how it works.

      Nate Thank you very much for your quick response too! I'll talk to the programmer about the shaders.