
Spine 武器错位怎么办?持握位置、镜像方向与动作检查顺序
把武器离手、方向相反与动作中遮挡分开排查,按 Tooliva Spine 工作台的校准、选区与返工流程逐步定位问题,并保留新武器款式的复查记录。

把武器离手、方向相反与动作中遮挡分开排查,按 Tooliva Spine 工作台的校准、选区与返工流程逐步定位问题,并保留新武器款式的复查记录。

Prepare completed resources from one template, check exported skin names and file batches, then validate every appearance before handing a multi-skin package to a project.

从同一模板的已完成资源出发,核对导出皮肤名、JSON/Atlas/PNG 批次和每套外观的动画表现,减少多皮肤资源交付时的遗漏。

Exporting separate PNGs is not the same as preparing a rigged character. Learn how animation frames differ from skeletal parts, what to check before handoff, and when to use Tooliva Sprite Cutter or Spine Workbench.

切出多个 PNG 不等于完成骨骼动画。本文区分动作帧与角色分件,提供遮挡补全、关节余量、透明边缘和文件命名检查,并说明 Tooliva Spine 工作台的模板流程。

同一张图片压缩 10%、50% 或 70% 并没有统一答案。本文介绍如何通过逐级压缩、视觉阈值和资产分类找到“再压就会明显变差”的临界点。

A character package is more than a Sprite Sheet. Learn how runtime Skills can interpret animation data, pivots, loops, events, attachments, and VFX to create repeatable engine integration workflows.

A practical format decision guide for game UI, sprites, VFX, backgrounds, web previews, and downloadable assets, with a focus on transparency, quality, decoding, and compatibility.

A practical guide to keeping multiple animation sets, equipment, attack effects, pivots, and runtime data consistent inside one reusable 2D character workflow.