![]() It is perfectly reasonable to export to JSON, process the JSON data, then import the data back into a Spine project. However, JSON is human readable and it is easy to write tools to parse and manipulate the data, if needed. JSON data is much larger than binary and loading JSON data is much slower, so generally using binary data in your applications is preferred. If the speed the data file is loaded at runtime is important, use binary. ![]() The allows you to view and edit images that have been placed or not placed in the Texture Atlas.If the size of the data file is important, use binary. Therefore, there is no need to consider the atlas when using the model in video productions. In Cubism 2, a texture atlas was created when the model was created, but in Cubism 3, it will be created in the final stage when it is incorporated into the SDK. The following settings are displayed: change of background color, zoom in and out of the screen, displays all textures, displays with respect to center, displays in full scale, and displays the pointer’s current position. Only textures that have already been placed in the model and selected in the texture atlas will be displayed.ĭetails are explained in the “Model Guide Image List Details” section of this page. Only textures that are not placed in the texture atlas are displayed in the display state.Īlready placed in the model and only in the selected state: Only textures not placed in the texture atlas will be displayed. Only textures placed in the texture atlas are displayed. Use the pull-down menu to switch between the display of textures that are or are not placed in the texture atlas. You can also select an ArtMesh directly from here and adjust it manually.ĭetails are explained in the “Manual Layout” section of this page. The order of textures can be rearranged by dragging and dropping tabs. Hover over the tabs in the red frame area to see the texture name. (This only changes the display name of the texture in the Edit Texture Atlas dialog box, not the texture name in the exported embedded file.) Right-click on the tab in the red frame => Rename texture Selecting a tab toggles the texture to be edited. List of textures currently being created. You can also select an ArtMesh that overlaps or extends beyond the frame.Īutomatically changes the placement and magnification of each object. Specify the angle and scale and select the placed ArtMesh. If the checkbox is checked, the angle and magnification cannot be edited. You can display texture size and change the position, angle, and magnification of the currently selected object. Numberįile, Edit, Show, Texture, and Scale settingsĭetails are explained in the “Menu Bar Details” section of this page. The following is a detailed description of each feature of the dialog box. The width and height of each texture size can be changed, but depending on the SDK platform and environment at the time of embedding, there may be cases where only squares are supported, so please consult with the developer before setting up the texture size. This button opens a dialog box for settings at the time of placement.ĭetails are explained in the “Automatic Layout” section of this page.Įnter each item and click. No ArtMesh is placed, creating an empty texture atlas.ĪrtMesh placement is automatically done according to texture size. Place all ArtMeshes on the palette into the Atlas, regardless of their visibility. Only ArtMesh that are visible in the palette will be placed in the Atlas. You can choose the height of the texture size. You can choose the width of the texture size. The dialog box allows you to configure the following settings. Basic Operation of the Texture AtlasĬlick the button on the toolbar. In, you can add or delete textures, resize individual parts, etc.
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