- Edited
how trim json name
Where are the option for trim name when export a json libs and atlas?
The options are avaible in texturepacker.
I use it for other spriteObj that no animated, but for spine obj, i also need to trim the .png when export.
I don't think there's a way so it INCLUDES the file extension. It just removes it by default.
For example, this is how the coin project's atlas looks. Note how it says "coin" and "shine" and not "coin.png" and "shine.png"
size: 1024,256
format: RGBA8888
filter: Linear,Linear
repeat: none
coin
rotate: false
xy: 2, 2
size: 259, 245
orig: 259, 245
offset: 0, 0
index: -1
coin-invert
rotate: false
xy: 263, 2
size: 259, 245
orig: 259, 245
offset: 0, 0
index: -1
shine
rotate: false
xy: 524, 2
size: 72, 245
orig: 72, 245
offset: 0, 0
index: -1
In the Spine project, you may have to use the "Find and Replace" function in the tree if your attachments have that in their names. But why did you have them in their names in the first place? Was it a different plugin?
Pharan wroteI don't think there's a way so it INCLUDES the file extension. It just removes it by default.
For example, this is how the coin project's atlas looks. Note how it says "coin" and "shine" and not "coin.png" and "shine.png"
size: 1024,256 format: RGBA8888 filter: Linear,Linear repeat: none coin rotate: false xy: 2, 2 size: 259, 245 orig: 259, 245 offset: 0, 0 index: -1 coin-invert rotate: false xy: 263, 2 size: 259, 245 orig: 259, 245 offset: 0, 0 index: -1 shine rotate: false xy: 524, 2 size: 72, 245 orig: 72, 245 offset: 0, 0 index: -1
In the Spine project, you may have to use the "Find and Replace" function in the tree if your attachments have that in their names. But why did you have them in their names in the first place? Was it a different plugin?
:giggle: forgive me, an error of interpretation related to fatigue.
haha.
thanks anyway for your answer.
Hello – I'm trying to figure out how to use texture atlases created with CodeandWeb's TexturePacker with spine animations – with Unity.
Thanks in advance for any help you can provide.
In the mean time, I'll continue to scan the forum for an answer.
Thanks!
David
Spine currently supports texture atlases only by first unpacking the images contained therein, as described here in the "Texture Unpacker tool section:
Texture Packing - Spine User Guide: Texture Unpacker
You can then use Spines own texture packer (as described on the same page) to export the final atlas to be used in Unity: Texture Packing - Spine User Guide
[Edit:]
As @badlogic pointed out, there is one more way to use an existing atlas:
You can export to the libGDX format from CodeAndWeb's TexturePacker, which is the atlas format used by Spine. Make sure to make the file extension for the .atlas file .atlas.txt.
Thanks for the response!
I've exported my texture atlas from CodeandWeb's TexturePacker in the libGDX format. It has about 200 sprites.
My goal is to pull sprites from that atlas that are linked to my Spine animations ( for now 20-30 sprites).
I'm not sure how to do this.
I'm fairly new to Spine and I'm still getting used to it.
The process could be very simple – I just haven't found it yet.