spine动画导出器。
Spine 版本 | 状态 | 注释 |
---|---|---|
3.7.x | 计划支持 | 优先级排在 4.0.x 之后 |
3.8.x | 支持中 | 仅测试 3.8.95/3.8.99 版本 |
4.0.x | 计划支持 | 计划在 1.0 版本支持 |
- 不依赖 spine 编辑器软件
- 完全命令行界面
- 可批量导出
- 支持
.skel
/.json
骨架导入 - 可将动画导出为 GIF/MOV/PNG 序列/单帧 PNG
- 纹理解包功能
建议使用Volta,安装 Volta,然后:
$ volta install [email protected]
$ npm i -g spine-exporter
$ spine-export-cli --help
或者手动安装 Node,安装Node.js(版本需求~18.19 或 ~20.3),然后:
$ npm i spine-exporter
$ spine-export-cli --help
spine-export-cli [options] <inputDir>
Render and export the animation.
Note that the 'render' mentioned does not mean rendering something to the
screen, but is just a step in exporting the animation.
命令:
spine-export-cli export [options] Render and export the animation.
<inputDir> Note that the 'render' mentioned
does not mean rendering something to
the screen, but is just a step in
exporting the animation. [默认值]
spine-export-cli unpacker [options] Load the texture atlas and then
<inputDir> unpack the texture.
选项:
--help 显示帮助信息 [布尔]
--version 显示版本号 [布尔]
--inputDir Assets will be imported from this directory
and its subdirectories, and .png/.atlas
with the same name as .skel must be
included in the same directory as .skel.
[字符串] [必需]
-o, --output-path The path to output the rendering result,
see examples.
[字符串] [默认值: "output/{assetName}/{animationName}"]
-e, --export-type Specify how to export rendering results.
[字符串] [必需] [可选值: "gif", "png", "sequence", "mov"]
-c, --canvas-size If set, old-style cropping is used, i.e.
content that exceeds the canvas size will
not be rendered. By default, AABB's min-max
vertex positioning rendering range is used.
[字符串] [默认值: null]
-s, --selected-animation If set, only the animations in the
parameters will be rendered, by default all
will be rendered. [数组] [默认值: []]
--pre-multiplied-alpha, --pma Whether to premultiply alpha when loading
texture, try changing this option if the
rendering result is incorrect.
[布尔] [默认值: false]
--scale Scale the skeleton size, default is 1x.
[数字] [默认值: 1]
-f, --fps Rendering frame rate, invalid when
--exportType is 'png'. [数字] [默认值: 30]
--end-position If set, rendering will end at the specified
frame. [数字] [默认值: Infinity]
--exporter-max-concurrent Maximum number of concurrencies for export
functions [数字] [默认值: 2]
示例:
spine-export-cli --export-type gif Render assets in ./assets/ and
assets/ export to GIF.
spine-export-cli -e png -o Render the assets in ./assets/ and
output/{assetName}_{animationName} export the first frame. Assume the
assets/ asset name is 'foo', the animation
name is 'bar', and the exported file
is 'foo_bar.png'
spine-export-cli -e sequence -o Render the first five frames of the
output/{assetName}/{animationName} assets in ./assets/ and export them
assets/ as a png sequence. The sequence file
name is '{animationName}_%d.png'.
需要将同一个资源的文件(即骨骼/纹理/纹理图集)放在相同目录下,如下所示:
示例
├─assets
| ├─260_durnar #资源1
| | ├─build_char_260_durnar.atlas
| | ├─build_char_260_durnar.png
| | └build_char_260_durnar.skel
| ├─258_podego #资源2
| | ├─build_char_258_podego.atlas
| | ├─build_char_258_podego.png
| | └build_char_258_podego.skel
output-path
选项支持使用大括号模板字符串,以下是支持的关键字:
关键字 | 描述 |
---|---|
assetName |
资源名称 |
assetPath |
资源所在路径 |
fps |
fps 选项 |
scale |
scale 选项 |
animationName |
当前提取的动画名称 |
示例:
spine-export-cli -e png -o output/{assetName}_{animationName} assets/
spine-export-cli unpacker [options] <inputDir>
Load the texture atlas and then unpack the texture.
选项:
--help 显示帮助信息 [布尔]
--version 显示版本号 [布尔]
--inputDir Texture will be imported from this
directory and its subdirectories. The atlas
with the same name as the Texture must be
contained in the same directory as the
Texture. [字符串] [必需]
-o, --output-dir Textures output path.
[字符串] [默认值: "{assetPath}/images/"]
--pre-multiplied-alpha, --pma Specifies whether premultiplied alpha is
preserved when exporting textures, if not,
unpremultiplied alpha is exported (which is
lossy). [布尔] [默认值: false]
unpacker
命令的output-dir
选项也支持assetPath
模板字符串关键字。