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  • Whitelist which skins and animations to export

We have a pipeline where we use the spine CLI to programmatically export a spine project into .atlas, .skel, pngs for client use.

However, we want to export two different sets of .atlas, .skel, pngs. One for our staging environment, where we want to export every single skin and animation for internal testing. And then a separate set of .atlas, .skel, pngs for our production environment, where we only want to export a subset of skins and animations. This is because we don't want to leak any skins or animations that aren't supposed to be public yet.

What is the best way to do this? Is there a way to whitelist specific skins and animations in the CLI export settings, or would the animator need to manually delete unreleased skins/animations from the spine editor every time we need a new set of files for our production environment?

Thank you

  • Misaki ответили на это сообщение.
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    To achieve the desired export setup using the Spine CLI, you can utilize the export settings to control which skins and animations are included in the export. Unfortunately, the CLI does not directly support whitelisting specific skins and animations. However, you can manage this by creating separate export configurations within the Spine Editor for your staging and production environments.

    For the production environment, you can create a new export configuration where you manually select only the skins and animations you want to include. This configuration can then be used with the CLI to export the desired subset of assets. This approach avoids the need to delete unreleased skins and animations manually each time.

    To automate this process further, you could script the modification of the Spine project file to enable or disable specific skins and animations before running the CLI export, but this would require a custom solution outside of the built-in CLI capabilities.

    jojo As mentioned in Spinebot's answer, it is unfortunately not possible to choose whether or not to include certain skins and animations in the skeleton when exporting from the CLI. Spinebot suggests that you could prepare a script to modify the Spine project file, but since the project cannot be edited directly from the CLI, it would be a long process like exporting the skeleton once as a JSON file, editing the contents of that JSON file, and then importing the edited skeleton data and saving the Spine project, then export the skeleton in the binary format.
    To shorten this process, you can use a JSON file instead of the binary format file, and then edit it to remove certain skins and animations.

    • jojo оценил это.