• Unity
  • How to change the skin? Using Mecanim and 2DToolkit

Hello!
I recently purchased the Spine and is very pleased with this instrument. Now to deal with the basic things.
I'm trying to export a standard Goblin (goblins-mesh.spine). But I do not know how to organize your workflow by changing skins.

In Unity, I use Mechanim (SkeletonAnimator) with 2DToolkit. I wonder how it will be the process of changing the skin. If it's done through the script which methods have to do this?
I would be glad if someone would write a brief workflow steps. The main point with 2DToolkit sprite sheet

Thank you

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GetComponent<SkeletonAnimator>().skeleton.SetSkin("your skin name");

Is that what you're looking for? I'm not sure what you mean by "organize your workflow by changing skins"

Thanks for the answer! I think it is useful to me too.
I made a video to show the situation. My main problem lies in how to create a collection of sprites in 2DToolkit for Spine.

I think that the problem is in the names of sprites. So I tried to create two different atlas for goblin and goblingirl. But the sprites in the atlas are placed differently, and they wrongly imposed on meshes.
Tell me if there is a way out of this situation?


06 ноя 2016, 01:25


It seems I myself understood. Just had to do everything step by step yourself.
Now I have everything works fine. Everything was very easy! More work shift SD or HD sprites 2DToolkit and it's very cool!

I am very pleased that bought Spine. This is the best I've seen from a 2D animation programs.

I have one more question. Is it possible to programmatically change the path to the sprite as shown in the video, but in Unity?

Currently, no.
In 3.5, it will be.