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  • Looping textures feature

Looping material is some thing I know from other modeling program,
To put it simply. When you view in UV map, the textures repeat itself and if you adjust your mesh you can take advantage of it.
For example: you only need a tiny image to make the whole long tentacle.
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And some program utilize loop materia and allow us to make animated textures like this by moving UV map during animation sequence (I know Spine can do this effect with tons of frame by frame images but it will look choppy)
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Also therer is some thing I would like to ask about physic constrain here:
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    Related Discussions
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    Animating UV coordinates or looping textures is a feature that has been discussed in the Spine community, but it is not currently supported directly in Spine. Here are some relevant points from the discussions:

    1. Animating UV Coordinates: There are no short-term plans for animating UVs in Spine. It was considered when meshes were added, but it wasn't a common use case and is not a small feature to implement. You might be able to fake it by moving a mesh along a path and then jumping it back, but this would require covering the start and end of the path with other images and would stretch rather than repeat as the path is lengthened.

    2. Texture Offset and Scale: Spine limits UVs to the source image bounds because images are expected to be packed in an atlas. This means you would need to pad images with whitespace if you need UVs outside the cropped image bounds, and you can't use whitespace trimming.

    3. Mesh Texture Changes: There is a planned solution to allow mesh texture changes in the tree, similar to how an image's visibility can be changed for a slot. This would help in some cases but does not directly address animated UVs.

    4. Shaders: Using shaders could be a solution for repeating textures, but they are trickier to apply, especially when many applications have their own shader needs.

    For now, if you need to achieve a similar effect, you might need to use workarounds such as animating the mesh itself or using shaders in your game engine to handle the UV animation.

    Huy137 Thank you for sharing your feedback, enabling mesh UV texture offset has been on our roadmap for quite some time, but unfortunately we are no closer to making it a reality. Here is the issue ticket:
    EsotericSoftware/spine-editor479
    I have added the URL of this thread to the comments.

    As for the physics constraint question, as Spinebot already answered in another thread you posted, you can copy by pressing Ctrl+C with the constraint selected, and you can paste by pressing Ctrl+V after selecting the constraint you want to paste.