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Hello,

I have a project with multiple Skeletons, and when I export using "Atlas per skeleton" the animations will display correctly in Skeleton Viewer (see top example of attached JPG).

This is not ideal for mobile games, though, I'd rather have 1 Atlas and 1 PNG sprite for all the JSONs.

So I've tried exporting with "Single Atlas" instead, and I get the export I want, 1 Atlas, 1 PNG and multiple JSONs, but those JSONs will not display correctly when viewed in Skeleton Viewer. The JSONs can't seen to find the images they need. (See bottom example on attached JPG).

How can I get a Single Atlas export to work?

Skeleton Viewer doesn't currently allow choosing the atlas. Instead, it finds it using the name of the JSON or binary file. We'll add choosing the atlas explicitly, though I can't sat when we'll get to it.

Hello Nate,

Thanks for the reply! I have a couple questions so I can inform my Developers how to proceed (I'm just the animation/art guy).

You say that Skeleton Viewer looks for the Atlas using the name of the JSON. I'm assuming that means my developers, using COCOS, have most likely programed the game engine to do the same?

If so, all I need to do is tell them in this case to search for the single ATLAS of a different name for each of these separate JSON files, correct?

(This is interesting, I always assumed the JSON would have the ATLAS name information in it, no matter what it was named.)

Yep, at runtime your developers choose what atlas to load.

The JSON and atlas are completely separate by design. You can generate an atlas on the fly at runtime from individual images (eg only those needed for a character's currently equipped gear, or the current level, etc), or you can use the skeletal data without any images at all (eg maybe you are using bone positions to position UI elements), or you could render SVG instead of using an atlas at all, etc. 🙂

Awesome, Thanks Nathan!

I have enough knowledge now to approach my Devs with this. You're the bomb!