TBrayner

  • 24 مايو 2017
  • انضمّ(ت) 8 مايو 2013
    Pharan wrote

    What you're running into seems to be this: Premultiply Alpha

    Photoshop is unforunately not good for editing the atlas if it was packed with premultiply alpha. Photoshop does not support preserving PMA; it will apply bleed without asking the user.

    If you want to be able to edit the atlas in Photoshop, you have to choose a straight alpha workflow. That means disabling premultiply alpha in texture packer, and choosing a non-PMA shader like Sprites/Default.

    Thank you a lot, this clarified a lot the things for me! 🙂


    If someone had the same problem, Krita doesn't seem to have this problem.

    So, I've been having some problems with editing Atlas directly on photoshop. On the current game I'm working, we have one original atlas generated by Spine, and I take this same atlas and change the color of some elements in Photoshop. the problem is when I do that, some artifacts appear on Unity character, at this moment one white line is appearing.

    there is some specific configuration to change colors of elements of an atlas on photoshop? Maybe some PNG configuration?

    EDIT:
    I noticed that even without change anything on the image, but saving it with photoshop, changes its size.

    • تم التحرير

    So I'm facing some tough situations on dealing with my custom character.

    My character probably will hame some hundreds of parts to attach on its slots.

    It will be something like:

    ArmSlot:
    Attachment_001 ... Attachment_095 etc

    So, when I have a list so big of assets to deal, working directly on Editor, isn't so easy, I need to scroll a lot of screen until I finally find the Slot I want to attach the
    image. And I need to do this several times everytime I have a new pack of clothes to it.

    I was thinking if wouldn't be nice if the images inside of the "Main images" folder, which were inside of a folder, which has the same name of a slot, these images were automatically set in an Slot. Obviously the image will be set at the 0,0,0...
    But this is a minor problem.

    I don't know if this is possible to be made.

    Another doubt I have, is, my character will have probably an unlimited number of the new parts, how Spine deal with it, create another atlas?

    • تم التحرير
    Mitch wrote

    Added tutorial on how to use the new Attributes recently added to the runtime to make life easier.

    Hi Mitch, I'm receiving this error:

    NullReferenceException: Object reference not set to an instance of an object
    UnityEditor.Graphs.AnimationStateMachine.TransitionInspector.OnEnable () (at C:/buildslave/unity/build/Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/TransitionInspector.cs:74)

    I installed the Spine's RunTime by the Unity installer you posted at the first post.

    Another problem I'm facing, happens when I try to use the "AtlasRegionAttacher", which load the image of the attachment with half of its size, and rotated in 90º.

    I fallowed all the steps of this setup:
    https://www.youtube.com/watch?v=-V84OIvZdQc

    Thanks 🙂 :yes:

    Ok, thanks for the answer.

    • تم التحرير

    I need to sync some audio tracks on my animations, like a character speaking. Have a way to do this on Spine?

    Thanks.

    Thank you for the informations!

    How I do to export to starling?