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@@ -9,32 +9,32 @@ The SpineModel component is used to bring _Spine_ skeletal animations to life in
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## Creating SpineModel components
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-Create a game object and add a *SpineModel* component to it. You can either create the component in-place (right click the game object and select <kbd>Add Component</kbd>) or create it on file first (Select <kbd>New ▸ Spine Model File</kbd> from the menu) and then add the file to the game object (right click the game object and select <kbd>Add Component From File</kbd>).
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+Select a game object to hold the new component:
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-
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+Either create the component in-place (<kbd>right click</kbd> the game object and select <kbd>Add Component ▸ Spine Model</kbd>)
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-The Spine component has a set of properties that you need to set:
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+Or create it on file first (<kbd>right click</kbd> a location in the *Assets* browser, then select <kbd>New... ▸ Spine Model</kbd> from the context menu), then add the file to the game object by <kbd>right clicking</kbd> the game object and selecting <kbd>Add Component File</kbd>).
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-
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+Set the *Properties* on the component:
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Spine scene
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: Set this to the Spine scene file you created earlier.
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+Blend Mode
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+: If you want a blend mode other than the default `Alpha`, change this property.
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+
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+Material
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+: If you need to render the model with a custom material, change this property.
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+
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Default animation
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: Set this to the animation you want the model to start with.
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Skin
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: If your model has skins, select the one you want it to start with.
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-Material
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-: If you need to render the model with a custom material, change this property.
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-
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-Blend Mode
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-: If you want a blend mode other than the default `Alpha`, change this property.
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-
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You should now be able to view your Spine model in the editor:
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-
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+{srcset="images/spinemodel/[email protected] 2x"}
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## Runtime animation
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