• Runtimes
  • Spine 骨骼动态合并

我正在使用Spine runtime,尝试使用动态图片替换附件贴图的方案来实现虚拟形象换装的效果,目前遇到一些问题

我们的动态换装功能,在后续迭代过程中,会增加很多的服装附件/插槽,而不同的附件也许会绑定在不同的骨骼上面,目前我们只能通过全量更新json/skel文件来实现,这样就会导致我们服装增多的时候,对应json/skel文件越来越大,并且这样美术人员在出不同的服装的时候,必须基于一个spine文件去做设计,多个美术不能在同一时间去设计多套服装,这里就会有2个问题:

  1. json/skel文件会越来越大,会影响在端内的加载速度,并且会增加所消耗的cpu与内存资源,spine 是否可以支持动态增加骨骼与插槽绑定,将对应新增的骨骼相关数据拆分出去,然后动态合并绑定

  2. 多个美术设计人员,是否可以使用同一个spine文件,然后各自单独去开发,最终让spine文件合并

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    lichao In order to advise you on what you want to do, we first need to know which runtime you are using. What runtime are you planning to use?

    As for the second question, the answer depends on what kind of merge you are looking for. If you want to share the work among multiple workers, we strongly recommend that you do not share the rigging work among multiple people. While it is possible to move bones and mesh attachments between skeletons, it is not possible to move constraints or to move only the active skin's attachment when moving slots. For this reason, it is recommended that only animation creation tasks be shared.