metheoo

Hi
I would like to see if it is possible to setup a spine clothing system that allows user to upload their custom skin textures.
For example, when a user uploads a new skin texture, the system will load the skin and allow other players to use that new skin.
More technically, I am not show how to achieve:
  • Link the user generated skin to current bones
  • Load user generated skin textures together with texture atlas

Thanks so much
metheoo
  • Beiträge: 8

Mario

This depends on the runtime youare using. Which one is it?
Benutzeravatar
Mario

Mario
  • Beiträge: 3242

metheoo

[quote="Mario"][/quote]
I am using web spine-ts runtime 4.x
metheoo
  • Beiträge: 8

Mario

Custom skins can come in two flavors:

1. You provide all the "skin" components, e.g. a range of base skin tones, clothing, eyes, mouths, eyebrows, hair, etc. in a single texture atlas. Your UI then lets the user pick and choose (or mix and match) whatever skin components they want their avatar to use. The user doesn't upload any actual image data themselves. This is pretty simple using Spine's skin feature and examplified in the mix-and-match example https://github.com/EsotericSoftware/spine-runtimes/blob/4.1/spine-ts/spine-webgl/example/mix-and-match.html
2. Your user actually provides image data for each skin component. This is rather complicated, especially with meshes, as the mesh texture coordinates you setup in the skeleton must magically fit the user's image data. It can be done if you provide the user with a "template" image, e.g. a full texture atlas they can paint in. They can then upload their painted in version and you can load it just like any other atlas. Anything more complex than that is unlikely to be a great user experience and will come with a lot of support burden.
Benutzeravatar
Mario

Mario
  • Beiträge: 3242

metheoo

Mario hat geschrieben:Custom skins can come in two flavors:

1. You provide all the "skin" components, e.g. a range of base skin tones, clothing, eyes, mouths, eyebrows, hair, etc. in a single texture atlas. Your UI then lets the user pick and choose (or mix and match) whatever skin components they want their avatar to use. The user doesn't upload any actual image data themselves. This is pretty simple using Spine's skin feature and examplified in the mix-and-match example https://github.com/EsotericSoftware/spine-runtimes/blob/4.1/spine-ts/spine-webgl/example/mix-and-match.html
2. Your user actually provides image data for each skin component. This is rather complicated, especially with meshes, as the mesh texture coordinates you setup in the skeleton must magically fit the user's image data. It can be done if you provide the user with a "template" image, e.g. a full texture atlas they can paint in. They can then upload their painted in version and you can load it just like any other atlas. Anything more complex than that is unlikely to be a great user experience and will come with a lot of support burden.
I see, I will check, thanks for the info!
metheoo
  • Beiträge: 8


Zurück zu Runtimes