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  • is there any tips for image resize?

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You are in unity? We have solution for this. See asset store Illustrator -> PNGs. We can export whatever resolution we need and all stays the same size in resulted game.

You don't need to change image sizes in Spine. Instead you change the scale at runtime. See docs or search the forum.

5일 후

i didn't mean change image sizes "in Spine"
i did not anything in Spine.

just close Spine, resize entire source image file "in Photoshop"
and open Spine.
and, Spine shows like that i wrote "results".

when i change image size on Photoshop, what should i do on Spine?

"in Spine" means the size of the images used in Spine, not that you would resize images with Spine.

Why change the resolution in Spine? Use one resolution in Spine, and the same or a different resolution at runtime.
http://esotericsoftware.com/spine-using ... s/#Scaling

If you must change your resolution used in Spine, export to JSON, then use Import Data to bring the data back into Spine. Import Data allows you to choose a scale. Eg, if you change your resolution to be half the size it used to be, use a scale of 0.5.

    i just change size source image(texture)(ex: 50x50 to 25x25) due to reduce memory usage.
    original texture size is too big.
    so, i changed texture size for optimization purpose.

    after changing texture size on photoshop, and open Spine.
    textures were not shown right.

    22일 후

    Like Nate mentions there is no need to change the texture resolution in Photoshop and export it again. Instead when you export your atlas from Spine you export it at a different scale. Please see http://esotericsoftware.com/spine-texture-packer#Output

    At runtime you then set the skeleton size to match the atlas scale.

    5일 후

    ahh... i understand what Nate means.
    but i don't use exporting atlas in spine.
    i use spine-runtime for 2d toolkit(spine-tk2d). and 2d toolkit use its own texture packer for altas generation.
    so, it's the why i have to change the original texture size(in Photoshop).

    is there any solution in my situation?

    Resize your individual images to be x% of the size (eg, using Photoshop), then use those images at runtime with 2D Toolkit and a SkeletonData asset scale of x%.

    6년 후
    Nate wrote

    "in Spine" means the size of the images used in Spine, not that you would resize images with Spine.

    Why change the resolution in Spine? Use one resolution in Spine, and the same or a different resolution at runtime.
    Using Spine Runtimes: Scaling

    If you must change your resolution used in Spine, export to JSON, then use Import Data to bring the data back into Spine. Import Data allows you to choose a scale. Eg, if you change your resolution to be half the size it used to be, use a scale of 0.5.

    Hi, I was looking for a way to resize images IN SPINE

    It was a change in game design that require a real big size character than before so I have to resize the character x6.5.
    Because of the enlarging, I have to modify some animations and meshes to fit the bigger one (like, the smaller one doesn't need to have detailed meshes but the bigger one does)
    I know it can be change in runtime but the problem is it is really hard to control/modify the small blurry size character in spine

    So I really do want to use the x6.5 enlarged character images. Is there any way to ACTUALLY resize (bones, images, meshes) in spine?

    Nate wrote

    @[삭제됨], you posted to a thread that is 5 and 1/2 years old, but yes you can resize everything in the Spine project using Import Data scale:
    Import - Spine User Guide: Scale

    Thank you :grinteeth: I was googling "spine scaling mesh" then this post shown up XD

    3년 후

    Nate You really save my life.
    I think about exporting to smaller scale then importing asset back. But I forget the little slider called scale. This won't mess my mesh. Really helpful. Thanks a million.

    • Misaki 님이 이 게시물을 좋아합니다..