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Meta-Skins?
Hi ... wasn't sure how to title this. Still very much learning Spine. I'm using Spine to animate player-characters that can use a shared set of equipment. Currently, these are being built in one .spine file. This is how one of the characters looks with his default armor set:
In Unity, at runtime, I'm combining the base character skin (Broad, in the above screenshot), along with a weapon/shoulder/glove/etc. armor skin.
In the Unity editor, in edit mode, I'd like to be able to see this combined set of skins ... as far as I can tell there's no way to do that (is this true?). The closest we can get is selecting one of the skins, All of which only represent part of the complete character.
I figured I could hack around this by creating a single meta-skin in the .spine file that combined all these default skins ... but I'm struggling to see how to achieve that.
Ideally, there'd be some sort of meta-skin option in Spine that you could add a set of skins to ... but that doesn't seem to exist (right?).
Outside of that, looking at the mix and match Spine example project it looks like the combined avatar has been created through a simple copy/paste of the underlying skins so editing one mesh, for instance in the backpack skin, doesn't change the backpack mesh in the combined avatar.
I believe linked meshes are intended to help with this - so the creator of this file could have created a linked mesh from the backpack one then added that to the combined avatar placeholder (er, right?).
Ok, so ... I have a project with 90 skin placeholders which go into 7 skins in order to make up 1 player character. It looks like I can so something like:
- select one of the 7 skins
- filter attachments
- select all the linked meshes and duplicate them
- select all the non-linked meshes and convert them to linked
- duplicate all regions
- select my 'combined skin'
- for all the duplicated/linked items go through one by one reparenting them to the skin placeholders
- repeat all the above for the other 6 skins
... is there another way? Thanks!
Aurigan написалIn the Unity editor, in edit mode, I'd like to be able to see this combined set of skins ... as far as I can tell there's no way to do that (is this true?).
Regarding the spine-unity related part of your posting, we are planning to provide a component for setting combined skins in the Unity Editor in this issue ticket, unfortunately it's not implemented yet:
https://github.com/EsotericSoftware/spine-runtimes/issues/1633
Harald написалwe are planning to provide a component for setting combined skins in the Unity Editor
Thanks, can see how this might never get prioritized but ... would be a great QoL improvement!
In the meantime, it's probably not super hard to write your own Unity editor code that configures skins in a particular way. You could have 7 buttons and clicking one gives you a skin configuration.
Nate написалThanks, can see how this might never get prioritized but
Actually that issue's priority is pretty high (and it's not too much of work), it's just currently a busy time with lots of even more urgent and important 4.0 tasks.
Harald написалActually that issue's priority is pretty high
That's good to hear ... can you (or anyone more expert with Spine) confirm that the Spine app itself doesn't have an easier way to combine skins in the editor than the laborious copy-paste-manual-move outlined above? Thanks!
There is not a less tedious way of doing it, sorry. If using skins for individual parts, you generally would show many skins at once. If not using skins for individual parts, you would have your attachments in one skin already. Creating skins made up of many individual skins isn't usually a workflow that is needed and results in duplicating a lot of attachments. We may still consider adding a feature to make it easier in the future.
Nate написалThere is not a less tedious way of doing it, sorry.
Ah right, thanks for the confirmation!