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  • Resize skeleton to fit different image size?

I made a charactor in spine and it turned out that the images are smaller than expected. So I redraw the image at 2x length size and try to animated it again using spine but there doesn't seen to be a way to scale up/resize skeleton (the scale button won't do cuz it's behaving weirdly). I have bunch of complex animation with that charactor so it's unpracticle to start up again from scratch, it probably won't match exactly by human eye. But this problem comes when need to make charactor of different size for different skin or devices. Is there a good way to solve this? I understand the diffeculty implementing such thing since it need to scale the animation as well. But I really need to get the problem solved since my main charactor is affected by it. Thanks!

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Have you tried setting the scale of the root bone? Set scalex and scaley to the same value.

Nate a écrit

Have you tried setting the scale of the root bone? Set scalex and scaley to the same value.

Yes it worked! But why will the resize be weird if not selecing the root bone but everything else? What's the mechanism behind this?

Nate a écrit

Spine doesn't use traditional matrix scaling. Instead scale is always applied along the local axis of the bone. This prevents skew. See here:
http://www.softimageblog.com/archives/84

I found another problem: when the root is scale, everything is scaled including the images. So my new image designed to fit the bigger skeleton is also enlarged for the size that the root has been scaled, which defeat the purpose of assign high res image to a bigger skeleton. Is there a way to solve this?

Or maybe there can be a "consolidate", upon applied, the scale in the root will be set to 1 again but all the previously changed size will remain unchanged, which allows people to work with bigger images without having to worry about the scaling.

You can set the scale at runtime on the SkeletonJson to use the skeleton and animations with different size images than were used in the editor.

Nate a écrit

You can set the scale at runtime on the SkeletonJson to use the skeleton and animations with different size images than were used in the editor.

But the thing is I need to see how it looks in the editor before I put it in the game, i.e. I might need to adjust the position slightly or add more detail based on the new detailed images and bones (says, in the big skeleton I plan to add blinking animation for example, which is not possible with the old small character because there is not enough space). And all thsoe adjustments need to be done in the editor.

Hmm. I'm afraid I don't have time right now to add a feature to reset the scale back to 1.

Nate a écrit

Hmm. I'm afraid I don't have time right now to add a feature to reset the scale back to 1.

Can that be added to the backlog? 🙂

I would like this too!

6 ans plus tard

Hello, in looking for a way to rescale the skeleton without the images.
I accidentally designed animation with @1x resources....

When I increase the root scale to and add bigger images, they appear to big.
I can set the root scale to 4.0x4.0 and the images to 0.5x0.5 then it looks correct but it assume there will be unnecessary rescaling at runtime.

Is there a way to scale a skeleton up and then set this as default scale?

Hello dechriss and welcome to the Spine forum!

One way you can scale your skeleton up is:

  1. Export your current skeleton as JSON, making sure Nonessential data is checked.
  2. Now use Import Data and specify the scale you want.
  3. With the data imported, go to the Images node in the tree and specify the folder containing your images. If you imported the skeleton at a scale of 2, you will also need to specify an image folder with images at twice the size of your old images.

I hope this helps!