Erikari schriebAbout the first you can use the texture packer. (Ctrl+P)
At least in cli, it doesn't seems to accept the spine as input for packing, and I think it's the same for the packer in the editor.
Erikari schrieb
The second, I don't know, I check them from the editor.
The third, you can delete the animations before exporting, but yeah it could be useful and you're also not the first to ask.
It's not really praticable in our workflow.
Let me explain quickly how we work :
The artist create the anim in spine editor and upload a zip file with the .spine and the images to a admin/content management system for our game.
at this point, i'd like to be able to do early checks that the spine file contains the expected sequences to catch mistakes for the artist : "Error: this animation doesn't not contains mandatory "walk" and "run" sequence".
We will have hundreds of spine animations in our game, with various expected sequences names.
Then, we have a process that will automatically generate various exports from the same spine source in different formats : pvr, png, etc1.. and also various resolutions, it will find out the right scale to apply to the texture atlas by itself for low res, mid res, high res...
Finding out the right scale is a bit slow because we couldn't find another way to do it than dichotomy (trying 1, then 0.5, then .75...). To figure out the right scale for a specific resolution, it usually takes around 5-10 exports, around 2 minutes. It would be very nice to be able to reduce this duration.
Thanks,
Sebastien