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Pipeline Examples (Video)

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Below are complete, real-world pipelines from the official YouTube playlist.

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Examples

Spine2D Experiments 1: Curve Optimization with RDP Algorithm — baseline Spine 2D optimization demo: the Ramer–Douglas–Peucker (RDP) algorithm removes redundant curve/key data to shrink JSON. RDP can remove important keys, so always review animations and exclude sensitive bones/slots with filter nodes before the RDP node. Watch on YouTube

Spine2D Experiments 2: Curve Optimization with Quantization Algorithm — quantization is the safest Spine 2D curve optimizer: rounding values (often to 1 decimal) gives immediate size wins. Example: [0.115,14.5,0.222,-27.78] → [0.1,14.5,0.2,-27.8]. Use the quantization node as the last step before the output node to lock in optimization; the video shows before/after with near‑imperceptible visual change. Watch on YouTube

Spine2D Experiments 3: Rebuilding Curves with Spline & Refit Algorithms — Spline is lossless for straight segments (removes redundant middle keys), while Refit is lossy but powerful: it rebuilds complex sections as a single Bézier curve. These algorithms are ideal after physics baking and cleanup via the Schneider node. Note: Refit iterations above 100 can take minutes to find the best curve. The video shows how both methods work and the % of optimization gained. Watch on YouTube

Spine2D Experiments 4: Removing Redundant Data with Attachment Visibility & Cleanup Nodes — structural Spine 2D optimization using Attachment Visibility and Cleanup nodes. Attachment Visibility disables attachments when alpha fades to 0 and restores them on fade‑in, reducing draw calls and removing redundant keys. Cleanup removes logical redundancies: unused color/alpha tracks, IK rotation keys fully controlled by constraints, and path constraint keys. The video shows how these logic‑based optimizations differ from curve simplification. Watch on YouTube

Spine2D Experiments 5: Building Non-Linear Pipelines (Filters & Merge Node) — non-linear Spine 2D optimization: split the data stream with filters (Animation, Bone, Slot, Parameter, or Skin), run different algorithms on parallel branches (for example, aggressive compression for body bones while keeping facial animation lossless), then combine branches with the Merge node into one skeleton. This workflow goes beyond a simple Input → Optimize → Output pipeline and lets you target only what should be optimized. Watch on YouTube

Spine2D Experiments 6: Texture Repacking & Selective Scaling with Custom Nodes — advanced texture optimization pipelines: the Atlas Unpacker/Repacker nodes let you unpack, resize/compress, and repack atlases inside one graph, faster than standard Spine workflows. Using the non‑linear pipeline, you can split assets, keep character textures at 100% while scaling others down to 25%, then merge everything back into a single shared atlas. Atlas/Asset Viewer nodes provide visual inspection and filtering of assets and atlases at every stage. This makes it easier to define resize targets, process selectively, and recombine results as a reusable template. Watch on YouTube

Spine2D Experiments 7: Instant Skeleton Resizing with a Scale Node — end‑to‑end Spine 2D optimization pipeline plus skeleton scaling. The Scale node replaces a tedious Spine workflow (export/import, repack/unpack, fix paths) with a single graph step: set the target size, preview instantly in the viewport, and iterate in real time. The video ties together curve/key optimization, asset processing, and skeleton resizing in one streamlined pipeline. Watch on YouTube

Spine2D Experiments 8: Public Beta Node Overview — walkthrough of every node available in the public beta and how re‑polish bridges animator and developer needs. Covers redundant key cleanup, Bézier‑to‑linear simplification, rounding for size, invisible attachment removal, unused property cleanup, non‑English character detection, and atlas unpack/filter/scale/repack. The Dual Viewer validates results with side‑by‑side visual and FPS comparison. Public Beta is live at re-polish.com. Watch on YouTube

Spine2D Experiments 9: Baking Physics Constraints to Keyframes — In this video, I demonstrate my latest experiments with baking physics constraints into standard keyframes. The new baking algorithm ensures: Perfect Loops (zero jitter or jumps between start and end frames), Optimized File Size (automatic curve cleanup keeps the JSON size close to the original), and Backwards Compatibility (baked keys let you use Spine 4.2 physics animations in Spine 4.1 or even 4.0). Watch on YouTube