we draw a image and put it into spine, but it's often not match what we really want, so we need redraw in photoshop and put it into spine again, it may take several times to make everything looks nice, so what is the solution to make our life easy,any suggestion?
How to use photoshop(or other ide) with spine direct
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Personally I set up a very rough character first. I use the included photoshop script to export the needed layers (you can find it in your Spine folder under scripts). Once I have something I'm happy with I go back into photoshop and clean it up.
One thing we would like to do at some point is to support OpenRaster or PSD format. It will most likely be the OpenRaster format.
that may some improvement, but still not very well, at the photoshop side often not know how to fit the spine side, if one use photoshop and another use spine, it's not very well to combine the two person's work.
I'm afraid there's no getting around needing to figure out how to best create art for Spine animations. Spine watches the image directory, so if you save a new image, it is updated in Spine immediately.
Hi Shiu! I use script from spine distrib for Illustrator and it doesnt unload objects with gradients. I have to expand it (it is not good solution for gradients) or "save it for web". It's not so convinient... Is there any workaround?
Hmm, it's been a long time since I did the illustrator script. If I get some time I'll quickly look into improving it slightly, but I barely remember what I did with it.
It would be great to have some way to have a drawing software and Spine sharing the same format with layers.
I feel like there is also a room for a whole new software especially made for game asset creation supporting stuff like quick test posing, easy scrubbing through drawing substitutions and frame by frame animations, automatic conversion to different resolution, trimmed export and of course seamless export to spine. Naturally this thing would need good painting tools which are probably very difficult to program, but I am just saying... feel like this doesn't exist and could be used in a lot of game studios.
If you have a character with a lot of drawing substitutions I can only recommend using an animation software if you happen to have one (e.g. ToonBoom Animate Pro). This way you can directly test the frame by frame parts and scrub around in the timeline to see all the possible substitutions. Often these programs have possibilities to export all layers separately as an image sequence already build in. Together with a script to kill duplicated images and Photoshop to trim this workflow works great for the project I am currently working on.