support atlas (. png /. atlas / json)?
Closed this issue · 15 comments
Or you have what good way?
I need your help, thank you
Two problems encountered
-
We have an old Spring software, but when we export it, there are only atlases, no fragments.
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Then we upgraded a new one. When we found the export, the inside was bones, but when I went back to your source file, the inside JSON was skeleton.
I don't use the Spine app to export images from there. I only export JSON with skeleton and animations. All images I have prepared separately. I don't see what the problem is to take these images and add them to Xcode.
Yes, but the JSON I export is not Skeleton, it's like this.
{
"bones": [
{ "name": "root" },
{ "name": "hip", "parent": "root", "x": 0.64, "y": 114.41 }
],
"slots": [
{ "name": "template", "bone": "root", "color": "ff898c86" }
],
"skins": {
"default": {
"eyes": {
"eyes": { "x": 28.94, "y": -32.92, "rotation": -86.9, "width": 34, "height": 27 },
"eyes-closed": { "x": 28.77, "y": -32.86, "rotation": -86.9, "width": 34, "height": 27 }
},
"torso": {
"torso": { "x": 44.57, "y": -7.08, "rotation": -94.95, "width": 68, "height": 92 }
}
}
},
"animations": {
"jump": {
"bones": {
"root": {
"rotate": [
{ "time": 0, "angle": 0 },
{ "time": 0.4333, "angle": -14.52 },
{ "time": 0.8, "angle": 9.86 },
{ "time": 1.3666, "angle": 0 }
],
"scale": [
{ "time": 0, "x": 1, "y": 1, "curve": "stepped" },
{ "time": 1.3666, "x": 1, "y": 1 }
]
}
}
},
"walk": {
"bones": {
"head": {
"rotate": [
{
"time": 0,
"angle": 3.6,
"curve": [ 0, 0, 0.704, 1.61 ]
},
{ "time": 0.1666, "angle": -0.2 },
{ "time": 0.2666, "angle": 6.1 },
{ "time": 0.4, "angle": 3.45 },
{
"time": 0.5333,
"angle": 5.17,
"curve": [ 0, 0, 0.704, 1.61 ]
},
{ "time": 0.7, "angle": 1.1 },
{ "time": 0.8, "angle": 6.09 },
{ "time": 0.9333, "angle": 2.28 },
{ "time": 1.0666, "angle": 3.6 }
]
}
}
}
}
}
So can`t show it!
I found that it's far from your JSON format. I don't know if it's not in the right format or whether it's an export problem.
you should check Spine app documentation to understand how correctly export skeleton with animations into json.
Okay, I'll try, but the end result of my discussion is that either we support texture atlas or we switch to other schemes.
Can you support texture atlas? Because we use texture atlas for Android and H5, they don't use fragments, so we need two sets of announcement resources to download. My guide disagrees with this scheme. In this case, I may need to use game engine to load keel animation.
Thanks!
Moreover, we found that if we use this method, we can not download resources from the server, but can only pack into assets every time.
sorry, but I don't plan to add support for Spine app atlases. But since this is an open source library, you can always add your own functionality.
sorry guys, my library doesn't support working with such atlases. If you need it, you can write your own implementation. code is open.
I've done it, or I can help you with byte parsing of large atlases and Altas files.
I found that we can only use texture atlas (. atlas) to export fragments again. Is there any way to use your spine to read and use them directly and display them (. png /. atlas / json)
like this
Or, can you support this direct use?Did you find a solution?
I've done it, or I can help you with byte parsing of large atlases and Altas files.
I found that we can only use texture atlas (. atlas) to export fragments again. Is there any way to use your spine to read and use them directly and display them (. png /. atlas / json)
like this
Or, can you support this direct use?Did you find a solution?
I've done it, or I can help you with byte parsing of large atlases and Altas files.
Is there any solution for that?
I found that we can only use texture atlas (. atlas) to export fragments again. Is there any way to use your spine to read and use them directly and display them (. png /. atlas / json)
like this
Or, can you support this direct use?Did you find a solution?
I've done it, or I can help you with byte parsing of large atlases and Altas files.
Is there any solution for that?
I found the answer from here.