Spine User Guide ATTACHMENTS & MESHES (1/2) Spine用户指南附件和网格（1/2）
ATTACHMENTS 附件
Hi! My name is Søren Nielsen, and in this video we'll look at attachments and meshes. 嗨！我叫SørenNielsen，在此视频中，我们将介绍附件和网格。
As you might remember from the "Basic Concepts" video, 您可能还记得在“基本概念”视频中，
attachments in Spine are attached to bones via slots. Spine中的附件通过插槽连接到骨骼。
When the bones are transformed, any attachments 骨骼变形后，所有附件
attached to the bones are also transformed. 附着在骨头上的也会变形。
Attachments can be both visual, such as images or meshes, 附件可以是可视的，例如图像或网格，
or conceptional like a bounding box. 或概念（例如边界框）。
It's also possible to change which attachment is visible 也可以更改可见的附件
for a given slot, by using the visibility dot in the tree. 对于给定的广告位，请使用树中的可见性点。
REGION ATTACHMENTS 区域附件
A region attachment is a simple rectangular image attached to a bone. 区域附件是附着到骨骼的简单矩形图像。
It gets the name "Region" because at runtime, it is 之所以命名为“区域”，是因为在运行时
typically drawn using a region from a texture atlas. 通常使用纹理图集的区域绘制。
Region attachments are created from images under the image node in the Tree, 区域附件是根据“树”中“图像”节点下的图像创建的，
and has a number of properties shown at the bottom. 并在底部显示了一些属性。
Attachments under the same slot must have unique 同一插槽下的附件必须具有唯一性
names, but they can have different paths. 名称，但它们可以具有不同的路径。
When "Path" is left blank, the attachment name is used to find the attachment image. 当“路径”留为空白时，附件名称用于查找附件图像。
You can view the "Images" video for details 您可以查看“图像”视频以了解详细信息
on exactly how attachment images are found. 关于如何找到附件图像。
COLOR 颜色
Colors is used to tint the region attachment. 颜色用于着色区域附件。
However the color on the region attachment can not be changed during animation. 但是，在动画期间无法更改区域附件上的颜色。
To do that, instead set the color on the slot. 为此，请在插槽上设置颜色。
BACKGROUND 背景
When "Background" is checked for region attachment in the properties, 在属性中检查“背景”中的区域附件时，
the region attachment can no longer be selected, and wont be exported. 无法再选择区域附件，也不会将其导出。
This can be convenient for images used as reference such as background images, 这对于用作参考的图像（例如背景图像，
or fully assembled skeletons to use as a template. 或完全组装的骨架用作模板。
Optionally you can set the color in the region attachment （可选）您可以在区域附件中设置颜色
to more easily distinguish it from the rest of the images. 以便更轻松地将其与其余图像区分开。
TRANSFORM COPY 转换复制
A region attachments transform can be copied by 区域附件转换可以通过以下方式复制
selecting the attachment and pressing CTR+C. 选择附件，然后按CTR + C。
And then later applied to another region by selecting it and pressing CTRL+V. 然后，通过选择该区域并按CTRL + V，将其应用于另一个区域。
This sets scale, rotation and translation to the copied values. 这会将缩放，旋转和平移设置为复制的值。
Another way to copy the transform of a region attachment 复制区域附件的变换的另一种方法
is to drag and drop one attachment onto another. 是将一个附件拖放到另一个附件上。
Doing this will change the dragged attachment to have 这样做会将拖动的附件更改为
its transform match the attachment it was dropped on. 其转换与放置在其上的附件相匹配。
MESH ATTACHMENTS 网格附件
Meshes allow a polygon to be defined inside an image, and these polygons 网格允许在图像内部定义多边形，而这些多边形
can be manipulated to bend and deform the image in powerful ways. 可以以强大的方式操纵弯曲和变形图像。
Meshes also have the advantage, that the polygon can exclude blank space in an image, 网格还具有以下优点：多边形可以排除图像中的空白空间，
and this reduces fill rate usage, and can increase 这样可以减少填充率的使用，并且可以增加
performance since you're drawing fewer pixels. 性能，因为您绘制的像素更少。
Potentially allowing to draw more pixels elsewhere. 可能允许在其他位置绘制更多像素。
SETUP 建立
To create a mesh. First create a region attachment from an image under the images node, 创建网格。首先根据图像节点下的图像创建区域附件，
and then check "Mesh" in the properties of the region attachment. 然后在区域附件的属性中选中“网格”。
This converts the region attachment to a mesh with four vertices 这会将区域附件转换为具有四个顶点的网格
One for each corner. 每个角落一个。
EDIT MODE 编辑模式
Clicking the "Edit" button enters edit mode where 点击“编辑”按钮，进入编辑模式
the entire undeformed image is then shown. 然后显示整个未变形的图像。
In this mode, the mesh vertices represent the 在此模式下，网格顶点代表
mesh's texture coordinates, also known as UV's. 网格的纹理坐标，也称为UV。
Edit mode has three tools. 编辑模式具有三个工具。
First one is "Modify", which allows vertices and edges to be translated by dragging. 第一个是“修改”，它允许通过拖动来平移顶点和边。
Note that multiple vertices can be selected by holding down "CTRL". 注意，按住“ CTRL”可以选择多个顶点。
"Create" allows you to create new vertices by clicking, 通过“创建”，您可以通过以下方式创建新的顶点：
or new edges to be created by dragging. 或通过拖动创建的新边。
"Delete" will let you delete vertices by clicking, 通过“删除”，您可以通过以下方式删除顶点：
or it can select multiple vertices by holding "CTRL". 或者可以通过按住“ CTRL”选择多个顶点。
With any of the tools active, vertices can also be deleted 启用任何工具后，也可以删除顶点
by double clicking, and right clicking will switch tools. 通过双击，然后右键单击将切换工具。
Clicking the "Reset" button replaces all vertices 单击“重置”按钮将替换所有顶点
with four vertices, one for each corner. 有四个顶点，每个顶点一个。
The "Generate" button adds new vertices to the mesh, both inside and along the edges. “生成”按钮可在网格的内部和沿边缘向网格添加新顶点。
Using "Generate" on a mesh, that has vertices 在具有顶点的网格上使用“生成”
in each corner, will create a uniform grid. 在每个角落，将创建一个统一的网格。
Clicking it multiple times, will add more and more vertices. 多次单击它将添加越来越多的顶点。
"Generate" won't change vertices along the boundary edge of a mesh. “生成”将不会沿网格的边界更改顶点。
But any vertices inside the mesh will be deleted. 但是网格内的所有顶点将被删除。
You can exit edit mode at any time by pressing "spacebar" or "ESC", 您可以随时按“空格键”或“ ESC”退出编辑模式，
or by clicking the "Edit" button in the properties at the bottom of the tree. 或通过单击树底部属性中的“编辑”按钮。
Or by closing the "Edit Mesh" dialog. 或通过关闭“编辑网格”对话框。
Also the "Outline" view can be useful to visualize the mesh, while tweaking the UV's. 同样，“轮廓”视图可用于在调整UV时可视化网格。
So, thanks for watching. I hope you found the video useful. 因此，感谢您的收看。希望您觉得这段视频有用。
In the next video we will go into more detail on meshes. 在下一个视频中，我们将详细介绍网格。