When exporting atlases from Spine you get .atlas file. The .atlas file doesn’t get read the same way a .plist texture atlas gets read if for example exported from TexturePacker.
Spine works fine, but I would like to use the images in the exported atlases also for other purposes.
Why aren’t .atlas files supported at texture atlases?
Are there any way to convert .atlas to .plist or other formats that cocos creator understands?
Import a spine animation and have the spine animation work as it should
What does not work fine:
Use images from the spine exported atlas directly in cocos, to drag and drop a spriteFrame into a component
As you can see in the screenshot:
Cocos is not understanding from-spine texture atlas and you cannot drag-and-drop or use the images from this texture atlas in anything else than in your predefined spine animation. I see no reason why you should not be able to reference them both in the spine animation AND use them in cocos like a regular texture atlas.
You can of course not either have them as separate images and let Cocos pack them into a texture atlas, because then spine would not find the images.
Solutions:
Best solution would be for cocos to understand this “libgdx atlas” format
Another solution would be to have one “libgdx atlas” and one .plist referencing the same texture
Thanks for the word “libgdx atlas”, I think that could help finding a parser for the solution #2.
@jare managed to convert it to plist and this post is solved and turned more now into a feature request to support the libgdx atlas file format in cocos creator.