Hello
Could I packaging animation without complex texture file ?
I just want seperate sources textures files when I load animation.
I want to draw dynamically under the texture in my application and load the new texture modified with the animation prepared with spine.
Is it possible ?
Thanks
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colinbou
6 months ago
- colinbou
- Mesajlar: 5
Nate
The textures you use are completely separate from the skeleton data. You could use the skeleton data and poses from animations without any textures at all. For example, to position UI elements. You are in full control of loading textures at runtime.
6 months ago
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Nate - Mesajlar: 12213
colinbou
package.JPG
Here I see one image with multiple entity.
I would like to replace dynamically in my application one entity fo example.
You confirm that is possible ?
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6 months ago
- colinbou
- Mesajlar: 5
Nate
It is, see:
Loading Skeleton Data - Spine Runtimes Guide: AttachmentLoader
You will need to create an attachment (or modify an existing attachment) to setup the
https://github.com/EsotericSoftware/spine-runtimes/blob/4.0/spine-libgdx/spine-libgdx/src/com/esotericsoftware/spine/SkeletonJson.java#L362
Those two things (AtlasAttachmentLoader and SkeletonJson or SkeletonBinary) are all the code that creates a new attachment. You need to do the same, but configure the attachment for your own texture rather than from the same atlas the rest of the skeleton uses.
The
Loading Skeleton Data - Spine Runtimes Guide: AttachmentLoader
You will need to create an attachment (or modify an existing attachment) to setup the
rendererObject
and other settings (UVs, width, height) to draw from a different texture. The work you need to do is very similar to AtlasAttachmentLoader, so you can look at that source code to get an idea of what you need to do. After the AttachmentLoader, the skeleton data loader (SkeletonJson or SkeletonBinary) does a little more setup, some of which you may need:https://github.com/EsotericSoftware/spine-runtimes/blob/4.0/spine-libgdx/spine-libgdx/src/com/esotericsoftware/spine/SkeletonJson.java#L362
Those two things (AtlasAttachmentLoader and SkeletonJson or SkeletonBinary) are all the code that creates a new attachment. You need to do the same, but configure the attachment for your own texture rather than from the same atlas the rest of the skeleton uses.
The
rendererObject
depends on what game toolkit you use, so be sure to look at how the atlas attachment loader works for your game toolkit. 6 months ago
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