• Editor
  • Export scaling

Related Discussions
...

Hey Guys,

Currently when I want to export something it makes the scaling full screen.

My 'parts' are all HD, however when used in-game they're much smaller.

Image removed due to the lack of support for HTTPS. | Show Anyway

The snapshot above is the scale of the images themselves, at optimal zoom level in spine, this is necessary for it to still be clean and clear whilst animating, but in-game the animations are of the follow scale:

Image removed due to the lack of support for HTTPS. | Show Anyway

When I try to export a gif, jpeg, avi or quicktime, they're exported at the scale of the first image, wheras I want them to export using the zoomed out view.

Is it possible for there to be a scale modifier in the export options?

Additionally, is it possible to export all animations instead of just the current one, and perhaps is it possible for the gif format to automatically loop based on the first and last frame of the animation (alternatively the user could set the loop start-end points in the export.

This isn't a bug, so I figured this would be a better place than the bug forum.

5일 후

This would be a nice addition. I also wonder if there is way to "scale" down ( or up ) spine skeletons, when using "HD" images.

As of now, I have to scale them down first in image editing tool then we using them to make spine skeleton. But if Spine could do it on its own, then it would save a lot of effort.

Sorry for missing this thread.

There currently isn't a export scale settings for image exports, only for Atlas exports. However you can scale down the root bone instead of zooming out until you reach the desires size of your character.

Keep in mind that if you want to create a spritesheet you can use the texture packer in Spine and set Output -> Packing to Grid instead of Atlas this supports changing the scale.

Image removed due to the lack of support for HTTPS. | Show Anyway

7일 후

Aah yes...I realized this one myself yesterday and came back to update this on this thread 🙂 ... thanks Shiu ... actually this is a very good feature...I however, dont follow why there are multiple Scale values...

Multiple scale values are there so you can export textures for different device sizes or if your skeleton scale varies a lot at runtime.

7일 후