I use a lot of separated skeletons in my files due to the technical split for game projects. I need to choose which skeletons to export, because it should be on the separated atlases. But the export checkmark doesn't support multiediting and I'm forced to do it one by one. It's a big issue sometimes. Maybe it's worth to add into some new versions?
Here is a one small thing I'm struggling without in Spine
Currently, in Spine, you can exclude skeletons from export by unchecking the "Export" checkbox for each skeleton individually. However, there is no feature to toggle the export checkbox for multiple skeletons at once. This limitation has been recognized, and there are ongoing discussions and issue tickets for improving this functionality in future versions of Spine. You can follow the progress on these issues on GitHub, such as issue #821 and issue #840, which address the need for better export options for multiple skeletons.
I agree, we'll try to get it in 4.3.
However, it's not great to click Export
checkboxes to export less than the whole project. Why not just export all skeletons? If doing data export, that is likely just as fast. If it's because you are also packing, then it can make some sense to export fewer than all skeletons.
Nate
Thank you it would be very useful. Also I think it's not a complicated change for you
Answering why not export all skeletons
I deal with it in many projects. For example, I have a card with some environment and 2 characters on it. It's too much to fit in 1 atlas, so let's say it will go in 3 ones: character 1, chaaracter 2, background. Okay, but each character should be split to a few skeletons due to the technical reasons, so the skeletons list becomes something like this:
Character_1_b
Character_1_m
Character_1_f
Character_2_b
Character_2_m
Character_2_f
Background
I need to pack atlases separately, export goes to the different folders, so each time I change anything I should unmark export for all those already marked and then mark necessary ones.
Why I don't keep these skeletons in separate files? Because I need to set positions of some objects according to another object.
You don't have to use multiple atlases when images don't fit in one atlas page. You can use a single atlas with multiple pages. Use folders to control which images are grouped together on the same page.
Can you explain the technical reasons why you split a skeleton into multiple? It may help us give advice and in general it's helpful for us to understand why users do what they do. In most cases it's better not to split a skeleton into multiple and there are some workarounds depending on what you need to do.
krutovig I need to pack atlases separately, export goes to the different folders, so each time I change anything I should unmark export for all those already marked and then mark necessary ones.
Packing atlases separately from data export is good, though unrelated to exporting all or one skeleton.
It seems that the main issue is your skeleton exports go to different folders?
We recommend using a build script to do your exports. You could have a script that packs images and puts them in the right place, and another that exports skeletons and puts them in the right place. It wouldn't try to export just one skeleton, it would just export them all and put them all in the right place. That's usually very fast and it's not worth optimizing it to only export a single skeleton.
Your script that packs an atlas could copy images from multiple places into a temporary folder to get the folder structure you need, then pack that. This allows you to control how things are packed even if you want to use a different folder structure in your skeleton images folders.
Using a script has many advantages. You ensure your builds always have the latest exports and it makes upgrading to a new editor and runtime version very easy.
- 編集済み
Use folders to control which images are grouped together on the same page.
I'm not sure I understood how to do it. Could you please briefly explain? It's the main reason I don't use multiply atlases, because if assets from one object get to the different ones, the render glitches and the object starts blinking. It would be great if I can control it.
Can you explain the technical reasons why you split a skeleton into multiple?
I do that because I need to set layer orders properly and have different animations for these objects. Here is an example:
- Background. It has idle
- Door. It has open/close
- Bushes. It has some reaction animation when hero moves through
- Ladder. There is appear animation
- Foreground. So everything else should be behind hero and this layer should be above
We recommend using a build script to do your exports
Any examples?
Use folders to control which images are grouped together on the same page.
I'm not sure I understood how to do it. Could you please briefly explain?
By using folders, you can control which atlas page the images will end up in. You can read more about this in our user guide.
This way, you will have a single atlas (text file) that references multiple atlas pages (images).
We recommend using a build script to do your exports
Any examples?
We have export scripts to simplify the export process and make it reproducible. The repository contains an exhaustive guide on how to configure the script.
I do that because I need to set layer orders properly and have different animations for these objects.
Ok, I see. You split them to control them individually. However, if some of these objects are not reused and belong exclusively to this scene, you could keep them in a single skeleton, create multiple animations, and use different tracks at runtime to achieve the same effect.