baofengming

I got this spineboy.atlas file from the runtime of coco2d-x, but have no idea how to make this file. Normally we make .plist by TexturePacker. can anyone tell me how to make it in .atlas? Gratitude!
baofengming

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YaW

With TexturePacker exporting in LibGDX format.
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YaW
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Nate

You can use one of these tools, first is OSS, choose libgdx if using the second:
http://code.google.com/p/libgdx/wiki/TexturePacker
http://texturepacker.com
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Nate

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baofengming

thanks so much! :love:
baofengming

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guisquil

guisquil

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fallen

Hi! New to the forum and this is our first work through using spine. Really excited, KickStarter backer.

i am posting on this thread because i think our issue is related to our use of TexturePacker ... ?

We've got the latest runtime and spine (1.3_8) downloaded. We've got the example from GitHub running, and can see spineboy working great. if we drop in our own spine .json file and atlast (one TXT / PNG) we get some interesting results.

this is the barbarian in spine -- he's got 3 animations and 2 skins. normal, works great! love it!


we export the spine (outlander.json). we create a new TexturePacker file, and add all of the sprites from the folder that the outlander spine is referencing. we are not using sub-folders. we export in LibGDX format with all the basic options set. we have disabled rotation, as we see that being done in the spine examples (spineboy). this is what we get:


here the PNG that comes along with our TXT file to make the "atlas"


we suspect there is something wrong with our TexturePacker settings. should the default work? does this look like a common problem to anyone? we'd love any help or suggestions!
fallen

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fallen

Sorry, we figured this out! We have to disable TRIM in the TexturePacker settings. Thanks!
fallen

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Nate

Sorry, you must be running a runtime without trim support. Rotate should be ok.
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Nate

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