Comments (5)
Haven't used this type of scaling yet. But you can scale the phaser group making up the animation
from phaser-spine.
Yes you can. I tried setting the scale to .25, and it works, but it's blurry. Doesn't feel right : according to the doc I shouldn't have to do that :(
from phaser-spine.
The scaling as defined in this library is assuming that only the png file is scaled so we are able to load in smaller asset files. The bones in the json still have their original sizes and will also be drawn with their original sizes.
In order to make the entire export smaller, you need to scale the rootbone before exporting (just checked with our Animator, and this works for him). If you leave the assets at the original size (no scaling) everything should look fairly crisp.
from phaser-spine.
@Skeptron, did this awnser your question?
from phaser-spine.
Yeah thanks, found my way around this issue!
from phaser-spine.
Related Issues (20)
- Phaser 3? HOT 4
- webpack import 'phaser-spine' HOT 2
- set duration for animation
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- How to set spine alpha?
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- Display issues when parameter triangleRendering is false HOT 3
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- spine-ts branch: mip maps not supported
- Typo in spine.SkeletonData.findSlot()
- DrawOrder bug - Sometimes not working in Phaser (but appears to work in Editor) HOT 1
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- FlipX not working in WebGL renderer
- How to Clean Track or better return to previous state
- [spine-ts] Does it support color tint and alpha tint? HOT 1
- PhaserGame.add.spine( x, y, key) raise TypeError: points is undefined HOT 1
- Is it possible change altas
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from phaser-spine.