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  • Exporting png size

How can I export the png sequence as a set file size with the center (cross on screen) being the center of the exported images???

I have tried numerous methods, but none of them drop the character where he is meant to be.

I want to export the animation as 512x512 PNG sequence with the center cross being the center of the image.

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don't think its supported

Ive looked through the atlas file, and its usless as it dosent center the image on the cross either, there dosent seem to be any logic as to where it thinks the image is centered. Is there some internal setting that defines the center of teh image, because at the moment it just seems to drop it randomly where it wants, there are no offsets in the atlas file, as i set the export size to be 1024X1024. but its eporting them as 1 image per PNG file, but teh files are 1024X2048 or 2048X2048.
The actual figure size is about 180X100. So I have no idea what its doing, its cropping sure dose not seem to be working at all.


Its a fairly simple and obvious task I need to perform, just export the graphics at a set size centred on the middle, and yet, I can see no way to do it. If I export as single pngs, it all looks good to begin with, but then when you go about cropping the images, you realise that different animations have random wierd files sizes, that would be no problem, if the character was actually centred, but its not, its in some random non uniform position for each animation. So I thought I could maybe work out the offset and compensate, but thats not possible due to teh character being in different non consistent positions.

I have spent more time trying to work out how to get the animations out of teh program than I did getting them in.....


Well, waited all day for a response from devs, none came, and none was offered on here, so as usual, I was forced to find a soloution on my own. Which is not fantastic, but atleast its automated. I dropped a marker in on the top left handside of my animation. I then noted the distance from this marker to the middle on the exported files, which is constant, regardless of random file size or random character position. The Marker is always in a random position, but its fairly easy to scan teh image from code and find the marker, then add the offset to the middle (worked out in paint). Now the images can be resized to whatever you want with the center in the center. This is a rediculous hack to make something work, that should have just worked in the first place... not very happy all round 🙁.

You sent an email in the middle of the night on a Sunday and waited 8 hours for a response. 🙂

We know there are some missing features for image export and we have plans to remedy that.

For each animation, Spine determines the minimal size that fits all attachments in all frames of the animation and uses that size for every frame image. If an attachment in the animation moves a large amount even momentarily, it can result in large output images.

There is not a setting to specify the frame image sizes, but as a workaround you can place a transparent image that is larger than every frame. This will force all your animation frames to be the size of the transparent image, resulting in consistent placement of your skeleton withing the frame images across multiple animations. The texture packer can strip whitespace from your frame images so space is not wasted.

"grid" is a texture packer feature. You'll want your frame images the right size before texture packing.

2 года спустя

You wrote we will add image size export 1,5 years ago ?
This is preetty basic stuff I guess...
Hope it will be added soon.
(im not using json and importing all my images, packed as atlas into unity, I have 3 sequences of the same guy "talk1" "talk2" "talk3" each one of them is exported, and than packed with diferent dimmensions...
(in Unity it couses huuge amount of tuning and stuff. (I have to adjust position of each clip separately...and this not always works fine unfortunetly).

There is sollution to that using photoshop, but it doubles amount of work I have to do to animate this simple thing...

Come on guys I hope You can add this stage size thing and remove automatical frame size calculation for each sequence, its most stupid thing ever...

I have license and it's not cheap 70 $ is workth of sollution that is more handy I guess

We've been very busy in that time. Image size export has a workaround, so to be honest it's hard to make something possible easier when there are many things that are impossible that we'd like to enable. We do understand the issue and will improve the situation as soon as we can.

It sounds like you are not correctly using the workaround. It should not take twice the effort and you should not need to adjust the position of each animation at runtime. In Spine, place a transparent image behind your skeleton which is larger than any animation frame, then every image for every animation will export the same size. This way, you can place every animation at runtime at the same position and the skeleton location will match across animations. Whitespace stripping in your texture atlas will remove the blank space around your exported animation frames.