- Editado
Working at higher resolution, scaling and image swapping
Hi!
Thanks for the great tool. Quick preface - I am making a mobile game and my characters are rather small. While scaling down the whole animation by 25% works, they don't look as good as if I use the scaled assets prior and build the animation all at smaller scale. This gets quite difficult as right now the bones are rather large. I am curious if there is some sort of workaround (I saw another post about potentially scaling the bones without having the images scaled, although this doesn't seem to be currently supported)
I am wondering if its possible using the compensate tools somehow, they still sort of elude me although seem quite useful. Can I potentially scale down my whole animation to 25% the original and then swap in my lower rest art somehow without the art being scaled down as well?
cheers!
If you use art that is 4x larger then in the editor the bone images won't be so huge. At runtime you can use your normal (1x) size images and set the scale to 0.25 on the SkeletonJson. This will scale everything to the correct size.
Or you could wait for the Spine editor feature:
https://trello.com/card/global-bone-sca ... c0059d9/68
Bone compensation moves/scales/rotates child bones when the parent bone is moved/scaled/rotated so it appears that the child bones have not moved.
Image compensation moves/scales/rotates images attached to a bone when the bone is moved/scaled/rotated so it appears that the images have not moved.