eason

当一个Spine的贴图过大时,想要将这个Spine里的动画通过某种形式拆成单个Spine,这样每次只需加载对应动画的Spine,虽然可以在制作时就按照一个动画对应一个Spine,但当已经有大批量的Spine已经做好并发现贴图过大时,有办法再通过工具或者其他将这个spine拆分打碎嘛
eason
  • Posts: 8

Misaki

我通过机器翻译阅读了你的问题,我看到你的问题是你的骨架的纹理太大,但我不确定你为什么需要把骨架分离到每个动画中。(我把你所说的"Spine"解释为可能是指骨架,但这种解释本身可能是错误的)。

你能不能再解释一下你的骨架是如何设置的?
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I read your question through machine translation and I see that you have a problem with your skeleton’s texture being too large, but I’m not sure why you need to separate the skeleton into each animation. (I interpreted what you are calling "Spine" as probably meaning skeleton, but this interpretation itself could be wrong.)

Could you explain a little more about how your skeleton is set up?
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Misaki

Misaki
  • Posts: 842

eason

Misaki wrote:我通过机器翻译阅读了你的问题,我看到你的问题是你的骨架的纹理太大,但我不确定你为什么需要把骨架分离到每个动画中。(我把你所说的"Spine"解释为可能是指骨架,但这种解释本身可能是错误的)。

你能不能再解释一下你的骨架是如何设置的?
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I read your question through machine translation and I see that you have a problem with your skeleton’s texture being too large, but I’m not sure why you need to separate the skeleton into each animation. (I interpreted what you are calling "Spine" as probably meaning skeleton, but this interpretation itself could be wrong.)

Could you explain a little more about how your skeleton is set up?
就是目前骨架的纹理太大了,导致加载变慢,所以想要拆分成多个,这样需要播放哪个动作,就加载对应动作的骨架
eason
  • Posts: 8

Misaki

很抱歉,我不太明白你是如何设置你的骨架的。如果为每个动画分割你的骨架是有效的,这是否意味着骨架有很多图像,所以它可以面向很多方向,而你想为每个方向分割骨架?如果是这样,不幸的是,没有特别的方法来实现这一点。你可以简单地为每个方向创建一个具有所需图像和动画的骨架,并在运行时切换骨架的GameObject以在适当的时间显示。

如果你的骨架有很多衣服,并且是导致你的骨架纹理过大的原因,那么只用显示的图像重新打包可以帮助你。虽然我假设情况可能不是这样,因为你的问题没有提到服装。

如果我的假设一开始就错了,请让我知道。
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I'm sorry, but I didn't quite understand how you set up your skeleton. If it is effective to split your skeleton for each animation, does that mean that the skeleton has a lot of images so that it can face many directions, and you want to split the skeleton for each direction? If so, unfortunately there is no special way to achieve this. You can simply create a skeleton for each direction that has the required images and animations, and switch the skeleton GameObject to be displayed at the appropriate time at runtime.

If your skeleton has many outfits and it is the cause of your skeleton's texture to be too large, then repacking it with only the displayed image can help. Though I am assuming that is probably not the case since your question does not mention outfits.

Please let me know if my assumptions are wrong to begin with.
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Misaki

Misaki
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