[upd1: deleted bulk of my stupid question written before =) twice!.]
Now i reviewed one more time your documentation and now, probably, I've get your point =)
...
"slots": [
{ "name": "left shoulder", "bone": "left shoulder", "attachment": "left shoulder" },
...
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["name": "left shoulder"] - this property means that each skin will have this slot (or can be zerro (in skin), which means that no sprite for this slot for specific skin
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["attachment": "left shoulder"] - this can not be link to the sprite, and can be linked only to the slot attachment from the skin.
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Any json data file will have at least one skin with name "default" (or any another one if setted up in spine editor) which will contains links to all sprite used by animation.
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And from json documentation. "if attachment not found in named skin, it must be in default skin"
summarize: There is no any links to sprite or image file in json file except of skin slot attachment.
right?
Nate लिखा
That is an animation named "drawOrder", it is not a draw order timeline. This "drawOrder" animation is a simple test for draw order, where spineboy's head flies around his body.
Found it. Sorry, I missed this first time.
Nate लिखा
Are you writing your own runtime?
Yes, I'm doing unity exporter for native animation system, as i see you don't like this idea =). But i want to create native assets whithout any 3d party script (it's possible for one skin spine objects).
I've already done dirty prototype with all main features like import linear, stepped curves, shift sprites.. and mandatory thing (build sceleton and so on)
Loading Image
and now I'm doing refactoring to make code more clear flexible.
it's available here https://github.com/nicloay/spine-runtim ... ity/Assets .