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Is there chance we will ever have plugin for photoshop, with option for easier tagging... So instead of using renaming tools, we can, for example, mark the layers - right click and choose the between spine tags? That would speed up tedious work of tagging mass of layers and folders for spine export!

cheers

Hello saleklar, do you have an example of Photohop script that does something similar?
I like to record actions to do that for me so the process gets less tedious, and I do it while I'm creating the pieces, or if I tag at the end, I use an action that creates a folder with the tag I want and just add the name I want afterwards.

15日 後

I was testing extensions in Photoshop and was working on a script that contains the functionality you're looking for. I'll create a trimmed version of it that will allow you to add tags to selected layers. Should have it for you next week.


Sorry for the delay in this. The scripting part is quite trivial, but when dealing with Photoshop extensions, which allow us to use the required panels, the way of distribution is unfortunately not as trivial.

1年 後

would it be possible to define specific layer scaling with tag (for example [scale_100%]? I I have majority of layers exported to 100% but some need to be exported to 50%. If so i would not have to turn of/on bunch of layers to export again them.. thanks

There isn't, sorry. We've not encountered the need before. Is there a reason you want some layers to be twice as large as needed in the PSD?

Sometimes I work with characters that have parts that can be much smaller quality while keeping the size*. So I would prefer if script exported it smaller but in Spine brings back original size. Right now I export all 100% then find those parts, resize them manually and come back in spine scale them back to original size.

*To optimize final atlas size I would resize parts which are not important or have solid color so reducing quality won't be much noticeable. For instance cape or body that is covered mostly by skirt can be 4x smaller than rest.

warmanw wrote

Sometimes I work with characters that have parts that can be much smaller quality while keeping the size*. So I would prefer if script exported it smaller but in Spine brings back original size. Right now I export all 100% then find those parts, resize them manually and come back in spine scale them back to original size.

*To optimize final atlas size I would resize parts which are not important or have solid color so reducing quality won't be much noticeable. For instance cape or body that is covered mostly by skirt can be 4x smaller than rest.

+1
I think its a good idea. For this to work, there should be an export scale setting on an each attachment so that we can set it to like 50% then it would export with 1/4 the pixels but look the same size in game after local scale correction. It could reduce texture size greatly in some cases. However, I think its not necessary for the scale setting to be specified from PS export files. Just setting them in spine is fine. Animator (if not the programmer) who export the final file should take care of this but not the illustrator.

Nick wrote

However, I think its not necessary for the scale setting to be specified from PS export files. Just setting them in spine is fine. Animator (if not the programmer) who export the final file should take care of this but not the illustrator.

Oh yes, you are right. that would be much better and the right way to do it

Nate wrote

There isn't, sorry. We've not encountered the need before. Is there a reason you want some layers to be twice as large as needed in the PSD?

Currently I only use the Spine export script once, to initially place the assets in place, then I use Adobe Generate functionality so I can set individual scaling of different assets. eg "25% sky_gradient.png". It's also much quicker output updated assets. It's also capable of treating a layer group/folder as an image to out put. This allows our artists to keep the art more editable for tweaks.

The individual image scaling is quite useful and I use it all the time for assets with low frequency details. Like clouds or gradients. I should add that I some times use non-uniform scaling of things like a sky gradients, where I set the horizontal scale to say 10% but keep the vertical to 50%.

Being able to out put folders as images is also versatile as I don't need to flatten them before hand.

Generate is pretty good, I can even work in realtime, switch back and froth between PS and Spine and see the image update immediately because Generate is so quick and seamless behind the scenes.

But the PS to Spine script could really make use of the individual scaling and export folders as images functionality.

2ヶ月 後
Nate wrote

There isn't, sorry. We've not encountered the need before. Is there a reason you want some layers to be twice as large as needed in the PSD?

So here what is going on - i have game assets to export, some of those are for example - effects - glows etc, no need to be shar , which i need to design in 100% scale in photoshop, but for saving of atlas space i can export them on a smaller scale and upscale it back in spine.

saleklar wrote
Nate wrote

There isn't, sorry. We've not encountered the need before. Is there a reason you want some layers to be twice as large as needed in the PSD?

So here what is going on - i have game assets to export, some of those are for example - effects - glows etc, no need to be shar , which i need to design in 100% scale in photoshop, but for saving of atlas space i can export them on a smaller scale and upscale it back in spine.

+1 I also have a similar situation.

24日 後

The latest script (6.9) now supports [scale:number] tags. The layer image is scaled and the corresponding region attachment is scaled inversely, so it appears the same size in Spine.

Eg, here is spineboy's head layers (head and mouth) in a group with [scale:0.1] in the group name (pretty extreme scaling):

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Omg Thank you Nate