MonsterMaker534

Goal: Use Spine with Normal Maps in Unity

Hey all,
How do you generate 2 atlases (1 created with the Spine Texture Packer, and 1 created by the "Spine Export" menu option) so they align?

My Process:
Photoshop Document (With 2 Skins for my 1 Skeleton)(More Skins Planned) —> PhotoshopToSpine Script —> I used the results in 2 places:
  • Place 1: Import into Spine —> Export Spine as an Atlas
  • Place 2: Import into Sprite Illuminator —> Create Normal Maps —>
—> Export into the same "images" folders format that the Photoshop-To-Spine script had created
—> Use Spine’s Texture Packer to Export as an Atlas (but unlike in “Place 1”, I unchecked “Premultiply Alpha”)

Note: I will create more skins for the same skeleton, so hopefully a solution won’t mean that I would have to keep re-creating normal map atlases for previously created skins whenever I create a new skin for the same skeleton.
Thanks!

Side Note: I got the process from searching Spine’s forum and finding Jamez0r’s Post but I am open to changing my method if needed: Normal maps creation: p65539
MonsterMaker534
  • Postovi: 44

Jamez0r

Hey MonsterMaker :grinteeth:

I don't think there is any way of getting around the fact that you'll need two separate folders, one with all the images for the Regular atlas, and one with all the images for the NormalMap atlas, and using the texture packer (whether it be through Spine itself, or using the command line) to pack them.

So if you're adding another Skin (meaning more images that need their equivalent normalmap images) I imagine this would be the workflow:
1) Create the skin in photoshop, use the PhotoshopToSpine script to export into the "images" folder.
2) Open your existing Sprite Illuminator project for this character, and add the new images for the skin you just created, and set up the normalmaps
3) Export the updated Sprite Illuminator project into your "normalmap" images folder to update it.
4) Now your "images" and your "normalmap" folders should both be updated with the new skin.
5) Run your texture packers and update your unity project with the results (and of course you'll have to actually set up the Skin in Spine, and re-export the Data)
MonsterMaker534 je napisao/la:Goal: Use Spine with Normal Maps in Unity
Note: I will create more skins for the same skeleton, so hopefully a solution won’t mean that I would have to keep re-creating normal map atlases for previously created skins whenever I create a new skin for the same skeleton.
Thanks!
When you add a new skin, you'll have to update (creating the normalmap images for the images for the new skins) and re-export your existing Sprite Illuminator project for that character. You shouldn't have to re-do anything besides having to re-export it from Sprite Illuminator, and the re-pack the normalmap.

Lemme know if this answers the question :D

Also I'm guessing you saw the link to the post where I explained my process more in-detail, it has some info on setting up .bat scripts to run the exporting/packing of the spine projects. Its a bit of work to figure out and set up, but if you find yourself spending a lot of time doing the File->Export / File->Texture Packer commands in Spine, it could save a good bit of time in the long run. Use Premultiplied Alpha when texture packing normal maps?
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Jamez0r
  • Postovi: 358

MonsterMaker534

Thank you so much for your help, @Jamez0r! Your answer (and link to your process) helped so much! My normal maps now align and I imported the character into Unity successfully!
MonsterMaker534
  • Postovi: 44

Jamez0r

MonsterMaker534 je napisao/la:Thank you so much for your help, @Jamez0r! Your answer (and link to your process) helped so much! My normal maps now align and I imported the character into Unity successfully!
No prob :grinteeth: nice job!
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Jamez0r
  • Postovi: 358


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