Hi,
Is there a way to export multiple meshes from 1 spine character?
For example:
Export 1 - legs \ arms
Export 2 - head \ torso
The goal is to have Export 1 be able to cast shadows and Export 2 to NOT cast shadows.
Thanks
Hi,
Is there a way to export multiple meshes from 1 spine character?
For example:
Export 1 - legs \ arms
Export 2 - head \ torso
The goal is to have Export 1 be able to cast shadows and Export 2 to NOT cast shadows.
Thanks
Hello IndieDoroid! I'll assume that by exporting multiple meshes you meant exporting multiple atlases.
You can do so by using texture packer and having two separate folders with their own packing settings.
Texture Packing - Spine User Guide
Erikari написалHello IndieDoroid! I'll assume that by exporting multiple meshes you meant exporting multiple atlases.
You can do so by using texture packer and having two separate folders with their own packing settings.
Texture Packing - Spine User Guide
OOOh! I'll try it out . Thanks!
Hi @Erikari I looked into the texture packing page and don't think it's what I need, unless I didn't catch something. :confused:
Basically I'm wondering if it's possible to separate which objects can cast shadows and which cannot.
For example this goblin, I'd like the body to cast a shadow, but not the balloon. These are all one atlas.
Is that possible? :wounded:
Thanks!
This seems to be more of a runtime question than an editor one, can you tell me what runtime are you making this in?
Chiming in for the runtime side, I guess you are using spine-unity.
On the atlas packing side, you would need to make sure that the non-shadow-caster objects are on a separate texture atlas. In Unity, this will result in a separate submesh for the balloon, where you can then change the material properties, such as the shader parameter Shadow alpha cutoff
to a value of 1.0
. Then you just have to make sure that the alpha value of the balloon is not 100% opaque but contains a little bit of transparency.
Harald написалChiming in for the runtime side, I guess you are using spine-unity.
On the atlas packing side, you would need to make sure that the non-shadow-caster objects are on a separate texture atlas. In Unity, this will result in a separate submesh for the balloon, where you can then change the material properties, such as the shader parameter
Shadow alpha cutoff
to a value of1.0
. Then you just have to make sure that the alpha value of the balloon is not 100% opaque but contains a little bit of transparency.
Thanks for the answers guys
Hi @Harald, yea I think it's a mix of runtime and editor? :think:
@Harald Is this what you mean
make sure that the non-shadow-caster objects are on a separate texture atlas
Is it possible if the character has multiple skins, which in turn have in their own respective folders.
In the link http://esotericsoftware.com/spine-texture-packer, it seems like I can just specify 1 input folder?
Could you please explain how I could achieve this?
1) Multiple skin on character(each skin has their own images in a folder) can cast shadows
2) Balloon cannot cast shadows
Thanks so much! :nerd:
When you run Texture Packer
manually, you would have to run it once for every folder.
Another way would be to export atlas textures along export of the skeleton:
Spine - Export
JSON
or Binary
Texture atlas:
enable Pack
and change Attachments
(as shown in the screenshot below) to Image Folder
.Harald написалWhen you run
Texture Packer
manually, you would have to run it once for every folder.Another way would be to export atlas textures along export of the skeleton:
- Select
Spine - Export
- Select either
JSON
orBinary
- under
Texture atlas:
enablePack
and changeAttachments
(as shown in the screenshot below) toImage Folder
.
hmmm its still a bit foggy on my end. But I guess I'll have to try it out first and see if I can get it.
I'll let you know how it goes! Thanks