Clement It sounds like there may be a misunderstanding regarding how vertex count works in Spine. As explained in the Metrics section of the Spine User Guide, the amount of geometry sent to the GPU depends only on the attachments that are currently visible, not on attachments whose bones are scaled to zero:
https://en.esotericsoftware.com/spine-metrics#Attachments
Therefore, instead of setting a bone’s scale to zero, simply hiding the attachments is the correct and more efficient approach, as hidden attachments are not included in rendering or related calculations.
不过在写工具之前,我想来问一下,大家平时是如何来解决这个问题的,因为这个需求看上去是一个非常普通的需求(隐藏某个骨骼下的所有附件),如果需要一个个附件去K帧显影也未免太过繁琐了吧?
while hiding attachments one by one can certainly feel tedious, there are several practical ways to handle this in Spine. One common approach is to create an animation that defines a set of standard visibility states, then copy and paste those keys into other animations as needed. If you do not need to change visibility during an animation, using skins is often the most straightforward solution.
In addition, you can store frequently toggled attachments in selection groups, or adopt consistent naming conventions so that they can be easily selected using the Find and Replace window. In recent versions of Spine, this window includes a Select button, which allows you to select all items that match a given name pattern at once.
Finally, the Sliders feature introduced in Spine 4.3 beta can also be used to control attachment visibility. By combining these features and planning visibility management carefully, you can significantly streamline the workflow and avoid unnecessary performance costs caused by displaying attachments that are not needed.