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Spine Export to JSON doesn't create atlas and png files
Does anyone know what I am doing wrong? I made sure the create atlas check box was ticked. The atlas and png files aren't being created. Only the json file is being created on export with no errors popping up as far as I am aware of.
I have been messing around with the settings trying to get it to work. I have tried increasing the page size since my images are pretty big but that doesn't seem to work.
I also tried restarting Spine and that doesn't work.
I tried resizing the entire skeleton down to 30%, but still doesn't work.
I have gotten this to work before with a lot less files, but now it all of a sudden doesn't want to work.
I am using version 3.4.02. I also used PhotoshopToSpine v2.9 if that matters.
I don't know if this matters, but some of these images are red in the "Images" folder.
Hình ảnh bị xóa do không hỗ trợ HTTPS. | Vẫn hiển thị
I tried exporting as PNG, and the PNGs keep disappearing and reappearing on my desktop.
My Setting:
Hình ảnh bị xóa do không hỗ trợ HTTPS. | Vẫn hiển thị
Hình ảnh bị xóa do không hỗ trợ HTTPS. | Vẫn hiển thị
g.hale2 đã viếtI don't know if this matters, but some of these images are red in the "Images" folder.
This simply means you have unused images in the source images folder, nothing to worry about.
g.hale2 đã viếtI tried exporting as PNG, and the PNGs keep disappearing and reappearing on my desktop.
Try exporting in a brand new folder created for the export. Also avoid exporting inside your source images folder or in the root of your project.
If your project is saved on the desktop instead of its specific folder (maybe still placed on the desktop) this could be causing problems.
If when you had less images it exported without problems, maybe unchecking limit scanning
could help: Images - Spine User Guide: Images node This usually solves the problem of missing images in the editor that should be there, so I'm not sure it will actually help with export, but it's worth a try.
If all of the above doesn't work, please send us the project for testing at contact@esotericsoftware.com mentioning this topic.
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Yeah, creating a new folder and exporting to that doesn't work.
Limit scanning doesn't show up for some reason. I probably don't have enough images for it to show up.
Did you select the images
node in the tree like in the screenshot in the link? It should always be present regardless of the number of images (:
I'll wait for the project then!
So, I just uninstalled and reinstalled Spine and set it to 3.4.02.
I exported it with 4096x4096 for page size and Bleed wasn't checked and I got the atlas file and like 9 PNG files.
I then changed the page size to 8192x8192, ticked the Bleed option, and set the scale size to 0.5, exported to JSON and got no atlas or PNG files.
Did you select the images node in the tree like in the screenshot in the link? It should always be present regardless of the number of images (:
Yeah, I selected the images node and no option for it came up.
Edit: I unticked the bleed option and set the scale to 1.0, and got the atlas and PNG files. What the heck.
Out of curiosity, is there a specific reason/requirement that makes you use v3.4.02 instead of the latest?
Erikari đã viếtOut of curiosity, is there a specific reason/requirement that makes you use v3.4.02 instead of the latest?
I honestly would use the most up-to-date version, but Gamemaker Studio 2 as of right now is the most compatible with 3.4.02. But very soon GMS2 will be compatible with 3.7 which will be great.
Edit: Okay, so it seems like ticking the "Bleed" option in the export settings is the problem. I kind of need that ticked because my images don't look 100% correct in GMS2 if it isn't.
I will try importing to GMS2 without the Bleed being ticked to see what it looks like.
Edit 2: Is there a limit on the page size? Seems that I get the atlas file and PNG files when I set it to either 4096 or 8192. But if I go say 9999, then I won't get it.
Edit 3: Okay, so now I ticked on Bleed and had the page size to 4096, and I am getting the PNG files and the atlas. I don't understand.
I am needing only 1 PNG file because GMS2 isn't compatible with multiple PNG files (the next GMS2 update it will). When I change the page size to what it seems to anything higher than 8192, I don't get the atlas or PNG files.
Edit 4: I think the problem here is that my images are way too big. Having page size 8192 set, I am getting like 9 PNGs.
Okay, so I think my images are way too big. I tried setting the export scale inside Spine to 0.5, but when I imported to GMS2, my spine character looked blurry and some color was off. Do I need to run PhotoshopToSpine and set the script to like 60% size or something?
This kind of sucks, because now I have to wait like 4 or so hours for the PhotoshopToSpine script to finish and I have to re-animate my character.. lol, Or I could wait for the GMS2 update 2.2.2 that will support multiple PNG files, but who knows how long until that comes out.
Chiming in here on the technical bits:
- Is there a limit on the page size?
Yes, it's the limit of what your graphics card can handle. 8192x8192 is massive, and older or integrated GPUs can't handle that. Even if your GPU could handle it, you'd require your game's players to have beefy enough hardware as well, as your atlas page textures would have that size. That's prohibitive on desktop GPUs already, and even worse on mobile GPUs. Keep your page sizes around 2048x2048 if you want to play nice with 99% of hardware that's out there.
- Are my images to big?
Definitely yes! 9 atlas pages each with 8192x8192 size is a LOT for a single character. What display could actually provide the fidelity to render your character at that density? You definitely want to scale things down. I let @erikari explain how to best do that.
g.hale2 đã viếtI tried setting the export scale inside Spine to 0.5, but when I imported to GMS2, my spine character looked blurry and some color was off.
You could try exporting them at exactly the scale you are using in-game to avoid blurriness. I would usually get that blurry effect when I would export a character at 0.5 the size, but then use it at 0.55 in game or some other very close values that aren't neat divisions of that size.
You could also try setting different sizes for the atlas export to test which one works best for you: Texture Packing - Spine User Guide: Settings just fill the scale and suffix spots with the percentages closer to what you need then test them out in GM.
g.hale2 đã viếtDo I need to run PhotoshopToSpine and set the script to like 60% size or something?
You could do that! it's best if you can understand what size is actually used in game, and export to Spine at double (so you can export for GM at half of the size for convenience, but still have high-res characters just in case) or exactly that size.
g.hale2 đã viếtThis kind of sucks, because now I have to wait like 4 or so hours for the PhotoshopToSpine script to finish and I have to re-animate my character
You can also resize the canvas with photoshop first, then export with the script to make things faster.
You also don't need to re-animate your character! just point your new images folder to Spine after following the instructions here:
how to properly resize your project?
(need to make them bigger for some weird reason? got you covered: Fitting new high-res assets with a smaller skeleton? )
g.hale2 đã viếtOr I could wait for the GMS2 update 2.2.2 that will support multiple PNG files, but who knows how long until that comes out.
That too, hoping it doesn't take too long, but I'd try to resize images first before giving up!
badlogic đã viếtChiming in here on the technical bits:
- Is there a limit on the page size?
Yes, it's the limit of what your graphics card can handle. 8192x8192 is massive, and older or integrated GPUs can't handle that. Even if your GPU could handle it, you'd require your game's players to have beefy enough hardware as well, as your atlas page textures would have that size. That's prohibitive on desktop GPUs already, and even worse on mobile GPUs. Keep your page sizes around 2048x2048 if you want to play nice with 99% of hardware that's out there.
- Are my images to big?
Definitely yes! 9 atlas pages each with 8192x8192 size is a LOT for a single character. What display could actually provide the fidelity to render your character at that density? You definitely want to scale things down. I let @erikari explain how to best do that.
Oh my gosh, lol. Yes, this is definitely the reason why the atlas and texture PNG files aren't being created. I lowered the width and height to 4096x4096 and the atlas and texture files get created every single time I export. They don't get created when I try 8192x8192. This was my main issue of why they didn't get created in the first place. I will probably stick to 2048x2048 like you said. Thank you!!!!
I am trying to limit myself to one atlas and one texture file because GMS2 doesn't support multiple texture files as of right now. So, I am going to try to resize the images to make them fit.
I will try the things you have mentioned Erikari, and see what I come up with. Thank you!
Edit:
You also don't need to re-animate your character! just point your new images folder to Spine after following the instructions here:
Awesome! Yeah, I don't have to re-animate my character. I never knew. That will save me some trouble, lol. Thank you so much!
I tried exporting to JSON and it only works when I set the scale to like 0.3 (0.3 because that will make the images fit into one texture page). The images don't have enough resolution now which makes them blur in-game. I use a 848x450 resolution for my game and then players have the option to resize up to 1920x1080. My character in Photoshop is 3507x3900. I don't know what to do other than wait for the GMS2 update that "should" support multiple texture files.