Spine 4.2 imports PSDs directly, no Photoshop scripts needed
I dont get how to making linked mesh working.
The logical things for me is to prepend the skin like:
but
So i understand it search inside the slot.
Let's check what skinName i need to put here
OK the skinName seem to be small-colorable.
let's try
Humm
So i thinks i need to input the full path name after the skinName
Let's try.
Hummm
why it thinks source mesh is "small-colorable".
Hoow you dont input the skinPlaceHolder.
Give it a shot.
What im doing wrong ?
i've tried with blank file without big lenght of skinname it's doesnt work.
Thanks for watching this demonstration for how to not work with linked mesh
@valahaha Sorry you are having trouble! We're working on documentation and Davide will be able to help you out tomorrow. In the meantime, it would help if you can post or email (contact@esotericsoftware.com) a PSD showing what you tried. Then Davide can modify and send it back to you without needing to setup something similar from scratch.
TRY 1 =
at s.bqM._(_:197)
at s.kPv._(_:408)
at s.ePX.B(_:303)
at s.ePX._(_:294)
at s.JjN._(_:313)
at s.Ipp.run(_:247)
<events>
Cause: s.BBp: Parent mesh not found: SCARF
at s.GLq._(_:395)
at s.NAy._(_:118)
at s.bqM._(_:168) ...
Can't get it working
Thanks for any help ..
Cant upload psd here, and sended the mail, response was to post here.
https://mega.nz/file/0uIkxaaJ#kvLKa-ofNWqiqI9FUr6tfwa8tGRjK5qCQ81tDIRBhRs
valahaha
Hi valahaha, I'm sorry you had so much trouble making the linked mesh work.
You actually helped us in finding another bug
The target source mesh detection is currently failing when the linked mesh tag value depth is higher than 2, where the depth is the number of parts separated by "/" in the tag value. We have fixed this problem and you will find the fix in the next beta release.
In general, the syntax for the linked mesh tag value is:
The linked mesh tag value must be the full attachment name of the source mesh, as it is in Spine. That's the only way to indicate uniquely the desired source mesh.
Moreover, the linked mesh must be in the same slot as the desired source mesh. This implies the usage of the [slot] tag somewhere to make the source and linked mesh be in the same slot.
In your example, you have two SCARF[slot]
folders, and one of them is ignored, so I suppose you want to focus on the folder with skins. In order to make the small-colorable scarf the source mesh of the small-green scarf, you need to add:
[mesh]
to the small-colorable scarf[mesh:equipment/neck/scarf/small-colorable/scarf]
to the small-green scarf because equipment/neck/scarf/small-colorable/scarf is the attachment name of the source mesh.
Thank you for your appreciation!
4.2.64-beta
has been released with the aforementioned fix.
However, we had an internal discussion and decided to simplify how the source mesh can be indicated for a linked mesh.
As long as there is no ambiguity, you can now specify only the ending part of the attachment name of your source mesh.
In your example, you have in the SCARF
slot the following attachments:
equipment/neck/scarf/small-colorable/scarf
equipment/neck/scarf/small-green/scarf
You can now just add [mesh:scarf]
since there's no ambiguity in which attachment you want to select (the linked mesh itself is excluded from the research).
If you had another scarf in your slot, for example:
equipment/neck/scarf/small-colorable/scarf
equipment/neck/scarf/small-green/scarf
equipment/neck/scarf/small-red/scarf
You would need to add [mesh:small-colorable/scarf]
because there would be ambiguity with the small-red/scarf
attachment.
But it's definitely more concise than writing the entire equipment/neck/scarf/small-colorable/scarf
attachment name.
In the case you write an ambiguous attachment name for the source mesh, an error dialog will list the candidate meshes and ask you to be more specific.
This will be available in the next beta release.
Is there progress on setting an origin point for PSD imports? It would be really nice to have since every export I do depends on it.
skarasuko Did you see this post?
Currently, the origin is set using the first X and Y guides found in the PSD or in the center of the canvas if guides are missing. Unfortunately, not all software that exports in PSD format stores guides in the file. This is why we were considering adding support for an [origin] tag.
If you are using Photoshop, setting 2 guides should be sufficient. Many people already do this, so they can reset the origin to the same place easily after Photoshop forgets it.
Nate Is the origin tag currently functional? I was hoping that there's eventually a way to set the origin without using the Photoshop program entirely, since there's currently no specific method in Clip Studio Paint. Alternatively, I can move my exports appropriately and save the Translate coordinate of the new root bone.
There's no origin tag yet, sorry. Does CSP not support guides when saving PSD?
Nate The guide CSP has is a completely different element, so it cannot be used the same way as Photoshop guides.
Gotcha. Let's see what Davide thinks about the timeline for an [origin]
tag.
Since the [origin] tag was added in for Spine 4.2.09, how do we write our coordinates?
The center of the layer with the [origin]
tag is used as the origin. If any layer has an [origin]
tag, guides are not used for the origin.
Nate The last time I used Spine's PSD import without the tag, the layers were already set to the center, making the origin tag useless.
I want to know if the X and Y coordinates can be set on this tag. Usually, we set the origin to the bottom of the canvas where our character meets the ground. There are also some cases when the default (or expected) origin may not coordinate perfectly or the project started with an imperfect coordinate that needs to apply to future PSD imports.
Currently you can't set numeric coordinates, except by tagging a layer with [origin]
and placing it so the center of the layer's content is where you want the origin.
For example, add [origin]
to a layer name then draw a vertical line 5 pixels tall and another 5 pixels wide centered on the first: where the lines cross is the layer's center, where the origin will be.