哈喽,大家好,刚刚入门了解spine
从ue4中的接口了解到,对一个skeleton设置skin的话,需要替换一整套新的skin
而我想要的效果是: 对一个skeleton的某一个bone的skin进行更改,而不需要重新对skeleton set skin。
比如:在射击游戏中, 我想用一个spine动画在屏幕左上角 来显示当前人物的状态,当玩家控制的人物不同部位受到伤害时,需要对该部位的颜色(skin)进行更改,而其他部位颜色不变。 如果用setskin的话,需要将每一个部位的不同颜色图 的 排列组合个数 全部做成不同的skin (数量太大)。 请问有没有什么建议的方法呢?
(个人的想法是:将每一个部位都设置为 attachment, 然后对attachment的skin进行更改,不知道可不可行)
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henry3575
1 week ago
- henry3575
- 帖子: 4
Mario
这是可能的,但是,您必须编写C ++才能使它起作用。
首先,您需要在Spine编辑器中根据角色的状态来设置具有多个皮肤的角色。 我们在这里解释了该过程:
Mix and Match example
然后,在运行时,您可以合并这些外观以创建新的外观。 有关示例,请参见此C ++。
https://github.com/EsotericSoftware/spine-runtimes/blob/3.8/spine-sfml/cpp/example/main.cpp#L555-L567
This is possible, however, you'll have to write C++ for this to work.
First, you need to setup your character with multiple skins, based on their state, in the Spine Editor. We've explained the process here:
Mix and Match example
At runtime, you can then combine those skins to create a new skin. See this C++ for an example.
https://github.com/EsotericSoftware/spine-runtimes/blob/3.8/spine-sfml/cpp/example/main.cpp#L555-L567
首先,您需要在Spine编辑器中根据角色的状态来设置具有多个皮肤的角色。 我们在这里解释了该过程:
Mix and Match example
然后,在运行时,您可以合并这些外观以创建新的外观。 有关示例,请参见此C ++。
https://github.com/EsotericSoftware/spine-runtimes/blob/3.8/spine-sfml/cpp/example/main.cpp#L555-L567
This is possible, however, you'll have to write C++ for this to work.
First, you need to setup your character with multiple skins, based on their state, in the Spine Editor. We've explained the process here:
Mix and Match example
At runtime, you can then combine those skins to create a new skin. See this C++ for an example.
https://github.com/EsotericSoftware/spine-runtimes/blob/3.8/spine-sfml/cpp/example/main.cpp#L555-L567
1 week ago
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Mario - 帖子: 2504
henry3575
谢谢你的回复!
1 week ago
- henry3575
- 帖子: 4
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