

- #Spine2d how to trim image when export update#
- #Spine2d how to trim image when export skin#
- #Spine2d how to trim image when export software#
- #Spine2d how to trim image when export mac#

(The image below showcases the small, round panda tail being stretched due to a mismatch with the length of the red panda tale)
#Spine2d how to trim image when export update#
But if I simply replace a graphic with another, or if I update a graphic and re-import it, and the graphic is not the exact same size as the previous one, then funky stretching will happen as shown below.
#Spine2d how to trim image when export skin#
After setting up my skeleton and my first skin - including making meshes and the like - I would rather not have to set the graphics for the following skins by hand as well (I will go more in depth with this in part two of this subject). When working in Spine, I like to be able to reuse. But before I explain what to do, I will explain why to do it. For example, my two panda skins have different tail lengths.Ĥ) Time for masking. Note, it is possible to make impactful changes if you can visualize how the skeleton will be (or if you return and make skins after the skeleton is developed). If they fit the same type as your previous, original skin, group them under the same tag as I have done. The alternate skins should fit on top of the original one, as they will end up sharing the same skeleton. Also add a tag to the skin describing the “type” of character (this might be easier to do after adding more skins in the following step).ģ) Make more characters. You do not need to follow my naming conventions, but make sure your names are not too abstract, as these will be part of the exported filenames as well. Draw each body part on its own layer (or cut out an already existing character) and give the layers suitable names. If you already have a character ready to cut out, simply insert an empty frame before it.Ģ) Make your character. Draw on the second frame and let the first frame stay empty - we will be using the first frame for masking later. Then make a secondary frame before you draw your parts. Since this tutorial is very focused, I will work from the assumption that you know your way around at least the basics of Aseprite and Spine.ġ) Start off by making a new document big enough to fit everything (you can always resize the canvas as you go, of course). Today’s post will be a tutorial on how to cut out the middle man and make ready-for-Spine content directly in Aseprite. To begin with I used Photoshop as an intermediate step for doing this, as you may have seen me explain before.


#Spine2d how to trim image when export software#
When I animate in Spine the character needs to be cut-out into parts, as Spine is software for skeletal animation. And then, unless the character needs only few or no animations, I animate them in Spine - else they are animated in Aseprite by either of us. Aseprite is where we, the Artist and I, draw the graphics. Introductionĭuring our development of Tale of Omni we use especially two pieces of graphics software: Aseprite and Spine.
#Spine2d how to trim image when export mac#
I work on a Windows PC, so I do not know how things may differ on a Mac or Linux PC. I personally use Spine, but this method should work for other skeletal animation software as well. Should work for most versions of Aseprite v1.2 beta1 (or newer).įor this tutorial I used Aseprite v1.2.6 and Spine v3.5.46.
