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  • 關於多Skin設計, About Skin

嗨,大家好!我是一名程式設計師,遇到了一個關於 Spine 的問題,希望能得到一些建議。

我有一個角色,該角色擁有多個 Skin。不同的 Skin 具有相同的動作名稱,但播放這些動作時骨架結構卻不相同。我想請問這種設計是否可行?如果是,有什麼建議或技巧可以實現這樣的效果呢?或者,是否更適合創建兩個獨立的 Spine 腳色?

Hi everyone! I'm a programmer and I have a question about Spine. I hope to get some advice.

I have a character with multiple skins. Each skin has the same animation names, but the skeleton structures differ when playing these animations. I'm wondering if this design is feasible. If so, what suggestions or techniques can achieve this effect? Alternatively, would it be more suitable to create two separate Spine characters?

Thank you for your time and assistance!

  • Misaki ответили на это сообщение.
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    jack_funfia 欢迎来到Spine论坛!本论坛有一个翻译按钮,您可以只用自己的母语发帖,而无需附上英文翻译。
    Welcome to the Spine forum! This forum has a Translate button that allows you to post in your native language only, without the need for an accompanying English translation.


    Regarding your question about skins, perhaps what you are looking for is skin bones or skin constraints.

    A bone can be added to one or more skins so that the bone is only active when a skin it is in is active. This allows a skeleton to have bones that are only used for certain skins. This is demonstrated in the Mix and Match example: https://esotericsoftware.com/spine-examples-mix-and-match
    This character is an example of a customizable avatar and can wear or remove bags, hats, etc. Only when the bag skin is applied is the bag bone active, and only when the hat skin is applied is the hat bone active.

    Similarly, constraints can be set to be active only while a particular skin is applied. The following blog post may be helpful in this regard: Blog: 不同比例的皮肤约束