When you have the animation data and image files imported and set up in Defold, you need to create a Spine scene resource file: (See 2D graphics documentation for details on how to create an atlas and below for some caveats) Create an Atlas file and add all the images to it. Put all images associated with the model somewhere in your project hierarchy.Put the exported JSON file somewhere in your project hierarchy.Export a Spine JSON version of the animation data.When you have a model and animations that you have created in Spine, the process of importing them into Defold is straightforward: Importing a Spine character and animations Spine is available from Esoteric Software. The Spine JSON data format that Defold supports can be created by Esoteric Software’s Spine software. See the GUI documentation below to learn more. Spine Node If using Spine animation in a GUI scene, use Spine GUI nodes instead of Spine model components. The component contains the skeleton game object hierarchy, which animation to play, what skin to use and it also specifies the material used for rendering the model. Spine model The SpineModel component is put in a game object to bring the graphics and animation to the screen. Spine scene The Defold resource tying together the Spine JSON data file and the Defold image atlas file that is used to fill bone slots with graphics. Create this file from your animation software of choice. No images are embedded in this file though. the default handler is currently disabled)Ĭoncepts Spine JSON data file This data file contains the skeleton, all the image slot names, skins and the actual animation data. Currently the play anim requires a callback (i.e. Local function spine_callback ( self, node, event, data ) pprint ( "SPINE CALLBACK", node, event, data ) end
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