• Unity
  • Spine And Unity... Worth The Effort?

My artist has experience using Flash to animate, and build in Photoshop/Illustrator.
I, as the dev, have experience with either animating with mecanim, or sprite sheets. But not with Spine.
The current project's scope as it pertains to sprites and animations is to have characters with weapons/items/armor that can be swapped. So obviously we would rather not have to have assets for every possible combination.
Does spine make it possible/easy to swap out parts of the "puppet", and if so, is the extra steps in the workflow (on the dev side) worth it?
I basically researched how to import a sprite with animations into Unity, and it wasn't too bad... but the sprites are definitely set up a little different, so would have to change some code hooks. So trying to find a comprehensive guide to implementing into Unity. If anyone can point me in a direction, that would be great too.

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I recommend spending a little more time with the documentation, because what you are asking about whether Spine does... is actually 100% the reason Spine exists in the first place. Skin mixing and matching is what you're describing as managing a 'puppet'. The Unity side of that is straightforward too.

If you're more comfortable using Mecanim, you can still use Mecanim as the engine that drives your Spine animations, you create an Animation Controller just like you're used to and drag the clips as nodes into the graph editor. (It's worth noting that Spine Mecanim is considerably slower in performance terms than using Spine Animation, that's not Spine's fault, Unity's Mecanim has a lot of per-frame overhead. I started off with Spine Mecanim and had to migrate because the performance cost was too high, so my recommendation is to forget about Mecanim and just figure out the Spine Animation API. Again, the docs are really good for all of this.)

I want to say it has to be worth the effort since I paid for Spine. Although, it's so hard to find help on certain topics. Makes me think I should learn and then start a how to on YouTube.