We don't provide a way to bake the meshes, sorry. You could use the Spine Runtimes to generate the baked data yourself. For example, here is some code that applies an animation at a given framerate and prints out the bone locations:
很抱歉,我们不提供烘焙网格的方法。你可以使用Spine Runtimes来自己生成烘焙数据。例如,这里有一些代码,可以在给定的帧率下应用动画,并打印出骨骼的位置。
https://github.com/EsotericSoftware/spine-runtimes/blob/3.8/spine-libgdx/spine-libgdx-tests/src/com/esotericsoftware/spine/BonePlotting.java#L75
You could do similar, but print out mesh vertices. You'd need to store the data and write something that applies it at runtime, which may be a lot of work. 🙁
你可以做类似的事情,但是打印出网格顶点。你需要存储数据,并写一些在运行时应用数据的东西,这可能会有很多工作。 🙁
Can you show your metrics view?
你能展示一下你的指标视图吗?
It may be sufficient to simplify your skeletons and animations. If not paying attention, it is likely that your skeletons are well not optimized. Keep the number of mesh vertices to a minimum needed for the deformations you are doing. Use prune to minimize how many bones affect each vertex (to reduce the number of vertex transforms). Avoid deform keys, as they require a lot of space and interpolating between deform keys uses CPU. instead, use weights and animate bones to deform meshes.
它可能足以简化你的骨架和动画。如果不注意,很可能你的骨架好没有优化。将网格顶点的数量保持在你所做的变形所需的最小值。使用prune来尽量减少影响每个顶点的骨骼数量(以减少顶点变换的数量)。避免使用变形键,因为它们需要大量的空间,而且变形键之间的插值会消耗CPU。相反,使用权重和动画骨骼来变形网格。
Sorry most of those links are to the English documentation. The Chinese documentation has not been updated in some time. We are working on updating the English documentation for 4.0, then we'll do the Chinese translations again (it's a lot of work!).
抱歉,这些链接大多是英文文档。中文文档已经有一段时间没有更新了。我们正在努力更新4.0的英文文档,然后再做中文翻译(这是一个很大的工作!)。