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atleyAtOkPlay
For performance purposes, I am looking for a way to load rarely used animations as needed on a per scene basis. I want to export two jsons from Spine: base animation set, and rare animation set. Is there any way to do this without making two skeleton animation data assets?
1.5 years ago
- atleyAtOkPlay
- Postovi: 3
Nate
I'm afraid not, Spine always exports all the skeleton data.
Having many animations does not affect performance, except during loading of the skeleton data. If you are concerned about that, you should not be using JSON at all -- use binary, it's much faster to parse and the data is smaller.
Having many animations does not affect performance, except during loading of the skeleton data. If you are concerned about that, you should not be using JSON at all -- use binary, it's much faster to parse and the data is smaller.
1.5 years ago
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Nate - Postovi: 11791
xxl
I have the same needs. Binary is not a perfect solution. Even with the binary format, the size of my animation data assets has reached close to 2M.
4 months ago
- xxl
- Postovi: 21
Mario
In this case, please send us your project files. A 2MB binary export indicates that you are using a LOT of free form mesh deformation keys and likely a huge number of vertices in your meshes. That data can not be easily compressed. And usually there is no need for FFD as almost all of its effect can be achieved by using weights instead.
4 months ago
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Mario - Postovi: 2968
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