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Spine needs RotSprite!
When it comes to pixel art, what Spine does to sprites is pretty terrible. I find it nearly unusable.
Why not enter 2020 and use proven methods like RotSprite?
https://en.wikipedia.org/wiki/Pixel-art_scaling_algorithms#RotSprite
It's no rocket science and doesn't take more than few days to implement.
Right now only way to get something decent out of Spine in regards to pixel art is to render animation at 400% resolution, open in Aseprite and render again at 25% size.
We've considered it but currently have other big features in the pipeline. We'll revisit it after that!
I guess you are exporting images? If you export skeleton data for use with a runtime, you can apply any scaling effects you like.
Images. Aseprite workaround isn't much better, because Spine just upscales pixels with no filtering/sampling (which pixel art hates, anyway), so jaggies get scaled, too.
Like so. It's pretty visible how 400% scale just quadrupled the problem, instead of filling in missing pixels like RotSprite would.
My method still seems to provide at least a little bit less quality loss. Not every single pixel line turns into a lighting bolt.
I think that giving pixel artists a break with this wonderful tool would increase popularity and usability of Spine a lot. Not all artists do vector art.