Hey there)
is there a way to export animation in specific sizes? And is it possible to use clipping with exact dimensions (for example, I need the exported animation to be exactly the size of 20x40 pixels)? Because now I don't see the possibility to set the exact parameters in pixels ( Or this is not provided at all?
Page 1 of 1
anry_razhy
2 months ago
- anry_razhy
- Posts: 3
Misaki
You can choose
Fit
at the Size
section on the export settings window, then enter your desired size. When Pad
checkbox is checked, additional space is added to the image to match the specified size, so you can export animations at the desired size.Size-Fit-Pad.png
You do not have the required permissions to view the files attached to this post.
2 months ago
-
Misaki - Posts: 1164
anry_radzhy
Yeah, thats for .gif, but i need it in BinaryMisaki wrote:You can chooseFit
at theSize
section on the export settings window, then enter your desired size. WhenPad
checkbox is checked, additional space is added to the image to match the specified size, so you can export animations at the desired size.Size-Fit-Pad.png

Is there a way? Or does gif settings affect that one in binary section?
2 months ago
- anry_radzhy
- Posts: 3
Misaki
When exporting skeletons using binary format, the size of the displayed animation is determined at runtime. Just to confirm, you are not saying that you want to specify the size of the texture atlas page, right? If you want to specify the texture atlas page size, you can do so by setting
Max width/height
and Min width/height
to the same value in the texture packer settings. 2 months ago
-
Misaki - Posts: 1164
anry_radzhy
thats exactly what i was interested in!Misaki wrote:When exporting skeletons using binary format, the size of the displayed animation is determined at runtime.
But i can't quite get it, can you exlain it to me? What does it mean "determined at a runtime"? Does it mean that the animation in binary have no certain size(border) at all like regural video or gif? It only contains the infromation about bone movement?
2 months ago
- anry_radzhy
- Posts: 3
Misaki
Rather than having no borders, it would be better to think of the bounds as being variable to match the pose while the animation is playing. The method of determining the bounds depends on which runtime you use and how your skeleton is implemented. For example, in the case of Spine Web Player, by default the bounding box is automatically calculated for each animation, but it is also possible to specify the viewport size and trim any animation outside the size:Does it mean that the animation in binary have no certain size(border) at all like regural video or gif? It only contains the infromation about bone movement?
Spine Web Player: Viewports
Also, you can scale skeletons at runtime to display larger or smaller sizes. Please see the Spine Runtime Guide for general information of Spine runtimes:
Spine Runtimes Guide
2 months ago
-
Misaki - Posts: 1164
anry_radzhy
Thank youMisaki wrote:Rather than having no borders, it would be better to think of the bounds as being variable to match the pose while the animation is playing. The method of determining the bounds depends on which runtime you use and how your skeleton is implemented. For example, in the case of Spine Web Player, by default the bounding box is automatically calculated for each animation, but it is also possible to specify the viewport size and trim any animation outside the size:Does it mean that the animation in binary have no certain size(border) at all like regural video or gif? It only contains the infromation about bone movement?
http://esotericsoftware.com/spine-player#Viewports
Also, you can scale skeletons at runtime to display larger or smaller sizes. Please see the Spine Runtime Guide for general information of Spine runtimes:
http://esotericsoftware.com/spine-runtimes-guide

2 months ago
- anry_radzhy
- Posts: 3
anry_razhy
I have one more question. I read this and understood what you mean, but I can't figure out what these parameters depend on, I scaled my skeletons, created new random moving bones, but it doesn't seem to affect these parameters in any way. Could you help me?Misaki wrote:Also, you can scale skeletons at runtime to display larger or smaller sizes. Please see the Spine Runtime Guide for general information of Spine runtimes:
http://esotericsoftware.com/spine-runtimes-guide
You do not have the required permissions to view the files attached to this post.
2 months ago
- anry_razhy
- Posts: 3
Misaki
You can find a documentation of what is described in the JSON export format the following page:
Spine: JSON export format: Skeleton
Here is the quote:
Spine: JSON export format: Skeleton
Here is the quote:
As the documentation describes above, only the setup pose is used to determine the width and height values, so no matter how you create large poses during animations, these will not be changed.width: The AABB width for the skeleton's attachments as it was in the setup pose in Spine. This can be used as a general size of the skeleton, though the skeleton's AABB depends on how it is posed.
height: The AABB height for the skeleton's attachments as it was in the setup pose in Spine.
2 months ago
-
Misaki - Posts: 1164
anry_razhy
Misaki wrote:You can find a guide of what is described in the JSON export format the following page:
http://esotericsoftware.com/spine-json-format#Skeleton
Here is the quote:As the documentation describes above, only the setup pose is used to determine the width and height values, so no matter how you create large poses during animations, these will not be changed.width: The AABB width for the skeleton's attachments as it was in the setup pose in Spine. This can be used as a general size of the skeleton, though the skeleton's AABB depends on how it is posed.
height: The AABB height for the skeleton's attachments as it was in the setup pose in Spine.
Thank you) now i kind of getting it)
2 months ago
- anry_razhy
- Posts: 3
Mark topic unread
• Page 1 of 1
Return to Editor
- All times are UTC