#Spine2D
Автор: Maxim Sokolenko
Загружено: 2025-11-23
Просмотров: 34
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#Spine2D Experiments 4: Removing Redundant Data with Attachment Visibility & Cleanup nodes in a Custom Node Editor.
In previous experiments, I focused on simplifying animation curves. Today, I'm testing structural optimizations using two nodes in my custom editor: Attachment Visibility and Cleanup. These algorithms target data that is technically "correct" but practically useless or redundant.
1. Attachment Visibility Node:
If you fade a slot's alpha to 0, the engine often still processes the mesh geometry (incurring draw calls). This node analyzes the alpha channel and automatically sets the attachment to null (turning it off) when it becomes invisible, and restores it when it fades back in.
Why it helps: It acts as a safety net for animators. It automatically cleans up tracks where an animator might have forgotten to key the attachment off, or keyed it off long after it became transparent, saving both file size and performance.
2. Cleanup Node:
This node hunts for logical redundancies that Spine cleanup might miss:
Remove Unused Color/Alpha: Deleting color keys on slots that act as placeholders or never actually appear in an animation.
Remove Redundant IK Rotations: Deleting rotation keys on bones that are 100% controlled by an IK constraint.
Remove Path Constraint Keys: Removing transformation keys on bones that are fully driven by a Path Constraint.
🎥 The video below demonstrates how these logic-based optimizations work and how they differ from curve simplification.
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