您好。这是个好问题! 我知道,你的问题一开始对很多人来说肯定是个困惑的部分。为了理解这一点,以眼睛为例,而不是以头部为例,会比较容易。
假设睁眼和闭眼都属于一个槽,而且这些槽对每个角色都有不同的形状。例如,女性角色的眼睛可能有长睫毛。让我们假设在使用皮肤之前的设置如下。:
Slot Eyes
Attachment Open Eyes
Attachment Closed Eyes
使用皮肤,设置将是如下的。:
Slot Eyes
SkinPlaceHolder Open Eyes
Attachment Open Eyes
SkinPlaceHolder Closed Eyes
Attachment Closed Eyes
这种设置允许你用相同的动画对不同皮肤的眼睛进行动画。这就是下面用户指南中的解释。:
动画可以像显示和隐藏附件一样显示和隐藏皮肤占位符,方法是设置插槽附件的关键帧。这样,动画就不再局限于显示和隐藏特定附件。而可以显示和隐藏皮肤占位符,实际显示的附件则来自可见的皮肤,从而使动画能够与任何皮肤一起使用。
Skins - Spine User Guide: Skins
以上希望能为您提供参考。
Hi,
It is a good question! I know that your question is certainly a confusing part for many people at first. To understand that, it would be easier to use eyes as an example rather than the head as an example.
Suppose the open and closed eyes belong to a single slot, and these have a different shape for each character. For example, eyes for female characters might have long eyelashes. Let's assume that the setup before using the skin is as follows:
Slot Eyes
Attachment Open Eyes
Attachment Closed Eyes
Using skins, the setup will be as follows:
Slot Eyes
SkinPlaceHolder Open Eyes
Attachment Open Eyes
SkinPlaceHolder Closed Eyes
Attachment Closed Eyes
This setup allows you to animate the different skins' eyes with the same animations. This is what is explained below in the user guide:
Animations can show and hide skin placeholders just like they do attachments, by keying the slot attachment. By doing this, animations are not tied to showing and hiding specific attachments. Instead, animations show and hide skin placeholders and which attachments are actually shown comes from which skins are visible, enabling animations to be used with any skins.
Skins - Spine User Guide: Skins
I hope this will help you.