• Editor
  • Example exports

  • Modificato
Related Discussions
...

Does anybody have the example files run through all the different exports? I've been looking around for this and can't find it. It's difficult to evaluate Spine without having concrete examples of all the exports.

Also, can it generate json metadata for a png spritesheet?

Okay, perhaps I'm a little confused but avoiding confusion is why I was suggesting it.

If I go to Export->PNG and select Sequence, I'm assuming (perhaps incorrectly) it will save the sequences in a single PNG file?

To use this PNG file (or even to use multiple single-frame files) I'll need metadata for the different animations. For example, with spineboy I'd be imagining a json file describing two animations, "walk" and "jump" with references to the frames (either by number or filename). The json files you're referring to are not what I'm looking for as for this project I don't plan on doing dynamic Spine animation in the front end.

The Kickstarter page says

Integrated texture packer Enables Spine to pack individual images on to larger images for more efficient use by your game toolkit.
I think you're probably envisioning that being the individual body parts in an atlas rather than the sprite sheet that I'm looking for?

So you're planning to use Spine Editor to animate and export frame-by-frame sprite assets and not planning to use the whole Spine system?

Pharan ha scritto

So you're planning to use Spine Editor to animate and export frame-by-frame sprite assets and not planning to use the whole Spine system?

Yes. I realized late that that wasn't clear, but at the same time Spine appeared to support it.

doda ha scritto

If I go to Export->PNG and select Sequence, I'm assuming (perhaps incorrectly) it will save the sequences in a single PNG file?

To use this PNG file (or even to use multiple single-frame files) I'll need metadata for the different animations. For example, with spineboy I'd be imagining a json file describing two animations, "walk" and "jump" with references to the frames (either by number or filename).

It saves individual files currently. These can be run through a texture packer tool to get a spritesheet you can use in your game. Spine will be able to pack these files when the texture packer is implemented. You can use my free OSS tool in the meantime:
http://code.google.com/p/libgdx/wiki/TexturePacker

Nate ha scritto
doda ha scritto

If I go to Export->PNG and select Sequence, I'm assuming (perhaps incorrectly) it will save the sequences in a single PNG file?

To use this PNG file (or even to use multiple single-frame files) I'll need metadata for the different animations. For example, with spineboy I'd be imagining a json file describing two animations, "walk" and "jump" with references to the frames (either by number or filename).

It saves individual files currently. These can be run through a texture packer tool to get a spritesheet you can use in your game. Spine will be able to pack these files when the texture packer is implemented. You can use my free OSS tool in the meantime:
http://code.google.com/p/libgdx/wiki/TexturePacker

Okay, so currently it's not going to give me a file saying which frames/files belong to which animation sequence, so I'll have to manually recreate this. Which is fine, it just extends the pipeline somewhat.

Thanks guys. I do still think you could have had a "png" etc directory under spineboy with all the output from the png in it. Would have answered all my questions 🙂

5 giorni dopo

Any ETA on when built in packing will be supported? We're only licensed for out packing tool on windows but use macs with unity. We bought spine today, and thought it would sort of be built in :-)

Probably a week or two.

11 giorni dopo

When using texturePackerUI (ie not the libGDX open source one), besides libGDX is there any particular settings I should be using? These are my setting at the moment

Immagine rimossa a causa della mancanza di supporto per HTTPS. | Mostra Comunque

At the moment the animation I m trying to import looks like this

Immagine rimossa a causa della mancanza di supporto per HTTPS. | Mostra Comunque


(it should look like a cart with an Ox)

I compared against the spine boy example and there is nothing obvious 🙁

Thanks

Hi Roundcrisis,

Those settings look pretty much the same as the ones I use - other than I have 'Power of two' as my size constraint and 'allow rotation' ticked. However I don't imagine that those two settings would effect your screen layout, but worth trying.

Thanks for letting me know 😃
I just tried with the spineBoy sample and the same. I m updating the runtime now to see if maybe that is the source and not TP

FYI I just figured out what s wrong and the problem was an old runtime