Pharan написавYou don't need SpriteAttacher to create a new mesh.
You also don't need to create a new mesh to replace character parts.
How would you go about replacing sprites at runtime that are created as meshes? If I replace the mesh with a sprite using the SpriteAttacher then I lose the position/rotation information and the sprite is replaced incorrectly. It was my understanding that this was because I was replacing a mesh with a sprite which is why I wanted to try replacing a mesh with a mesh.
Maybe we're building our skeleton incorrectly?
We want to build an animated character where we can replace all of the parts at runtime with images downloaded from the web. I've been following a few forums posts on how to do this with the SpriteAttachmentLoader but for the shirts/pants we want to combine the 5 textures (lower left, upper left, chest, upper right, lower right) into a single texture using a mesh and UVs. This will make the download process much simpler as it's just a single file instead of 5.
The problem I'm running into is that when I replace the sprites they end up at invalid positions with invalid rotations. Setting the position/rotation doesn't seem to fix it properly. Furthermore, it doesn't seem to work with meshes.
02 Sep 2016, 09:53
The ideal situation would be where Spine doesn't bake everything into an atlas and instead refers to the original textures and materials which we can swap at runtime. Is there a way to accomplish this?
03 Oct 2016, 13:59
For what it's worth, I gave up on Spine and used Maya. I had everything working properly in under an hour.