- #Automatically create bones for each layer spine2d skin#
- #Automatically create bones for each layer spine2d full#
Regional attachments: ordinary picture display attachments.Ģ. The weight enables the mesh to automatically deform as the bones are manipulated, so that the original complex mesh deformation animation becomes as simple as the bone animation.ġ. When the bones are transformed, the vertices will also be transformed. Weights are used to bind mesh vertices to one or more bones. In the editor, the animation is done with the help of key frames, and the transition animation from start to end is processed by spine tweening.
#Automatically create bones for each layer spine2d full#
Realize the character's full body dressing. By switching skins to query different attachment mapping tables, it can be disguised. A character can have multiple sets of skins.
#Automatically create bones for each layer spine2d skin#
Skin: Skin can be regarded as a collection of attachments, or it can be regarded as a mapping query table of attachments. (It may be necessary to rotate, offset, scale or even mesh the material).ĥ. Attachment: The currently rendered attachment instance in the slot, that is, the actual material that is rendered on the screen. For a simple chestnut, the slot where the pistol is located in the picture is the "weapon" slot, and this slot can place different weapon accessories, such as "pistol" accessories or "chopper" accessories.Ĥ. A slot can have multiple accessories, but only one can be seen at a time. The existence of the slot itself has two important meanings, one is to control the rendering order flexibly, and the other is to group similar accessories.
Slot slot: There may be multiple slot slots under a bone bone, and an accessory instance can be placed under each slot slot. Except for the root bone, each bone has a corresponding parent bone, and the relationship between bones and bones is finally constructed into a tree-like structure.ģ. Bones: Taking the official diagram as an example, a character itself is composed of bones with multiple joints.
Skeleton: refers to a collection of data, including all bones, slots, accessories and other information that make up the skeleton.Ģ. One atlas file can correspond to multiple material pictures. However, because the business itself is complex and the appearance is changeable, the cm show has to adopt the spine2D animation solution.ġ) JSON file/binary file: store skeleton information, see below.Ģ) Material picture: similar to Sprite, it can also be a single material, and one or more pictures can be exported.ģ) Atlas file corresponding to the material picture: record the location information characteristics of the material picture on the Sprite map, etc. Therefore, most of the current page animations are processed by CSS frame animation and APNG, small area animations use apng, and large area animations can consider CSS frame animation or JS animation processing. GIF generally cannot meet the design requirements due to its own color limitations. Large (animation material + runtime library introduction) Compared with gif and css Frame animation, apng have more powerful flexibility.Ī simple comparison is as follows: Type\Item In actual development, the designer provides the animation material exported by the corresponding spine editor, and the developer chooses the corresponding spine runtime library to consume the material and render it on the screen. In order to give beginners a more intuitive and preliminary understanding, the author provides a simple schematic diagram as follows: