diff --git a/docs/en/graphics/2D/spine/editor.md b/docs/en/graphics/2D/spine/editor.md index 7bd8daf914..74632ae8c0 100644 --- a/docs/en/graphics/2D/spine/editor.md +++ b/docs/en/graphics/2D/spine/editor.md @@ -105,26 +105,29 @@ The manual add method is similar to the quick add method, but you need to manual Use add component to add spine animation renderer -添加了 SpineAnimationRenderer 组件后,同样需要指定组件的 Resource,也就是 SpineAnimationRenderer 组件要渲染的 SpineSkeletonData 资产。 +After adding the SpineAnimationRenderer component, you also need to specify the resource of the component, which is the SpineSkeletonData asset that the SpineAnimationRenderer component will render. -### SpineAnimationRenderer 组件配置 -以上三种添加 Spine 动画的方法实际上本质其实是相同的,都是通过给实体 `添加 SpineAnimationRenderer 组件` ,来让 Spine 动画添加至场景中的。 +### SpineAnimationRenderer Configuration -SpineAnimationRenderer 组件的配置如下: +The three methods of adding Spine animations mentioned above are essentially the same, all achieved by adding the `SpineAnimationRenderer` component to the entity to incorporate Spine animations into the scene. + +The configuration of the `SpineAnimationRenderer`` component is as follows: Spine animation renderer component config -通过 SpineAnimationRenderer 组件能够配置 Spine 动画的资产以及默认状态: +Through the `SpineAnimationRenderer` component, you can configure the assets and default state of Spine animations. + +- Resource: Resource for Spine animations (SpineSkeletonData asset) +- Animation: Default animation to play +- Loop: Whether the default animation loops +- Skin: Default skin name +- Scale: Default scaling factor +- Priority: Rendering priority + + +## 4. Exporting the Project -- Resource:Spine 动画的资源 ( SpineSkeletonData 资产 ) -- Animation:默认播放的动画名称 -- Loop:默认播放的动画是否循环 -- Skin:默认的皮肤名称 -- Scale:默认的缩放系数 -- Priority:渲染优先级 +Finally, after completing the scene editor, you can refer to the [project export](/en/docs/assets/build/) process to export the editor project. -## 4. 项目导出 -最终,完成场景编辑器后,可以参考[项目导出](/en/docs/assets/build/)流程,导出编辑器项目。 -



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