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  • Questions on best practices / most efficient methods for character animations

Hello Spine community!

So, I've finally been able to get Spine Pro, which I'm hoping is going to make things exponentially easier to make the animations I want for my Unity games.
That being said, when it comes to skeletal animations, I'm still very new. Thankfully, looks like there's a lot of amazing resources out there so far, which is nice.
My questions here mostly stem from making sure / trying to understand if I'm approaching all this stuff and thinking about this correctly. Also making sure I can actually do what I want lol.

It looks like I can hot-swap different image parts during animation and keep meshes and deformations, right? Ex. Unity doesn't allow sprite swapping for a part of a rig if an image was given a weighted mesh. I'm hoping that's not a big issue for Spine.

My main questions are: Is it smart to essentially draw, rig, AND animate a mannequin first, and once all of that is finished, then implement the actual art assets to be used? Could I copy one rig and animation set over entirely to a different asset fairly easily? Let's say I animate the mannequin's chest to make it look like it's breathing. Would I be able to swap that chunk for something else while keeping those weights, meshes, etc.? If I go this route with the mannequin, should I still have placeholders for all the peripherals I want to eventually animate? For example, If I rig and animate this mannequin without hair, Would it be difficult / time consuming to add / modify the rig and animation to have hair later when I add the "true" assets?

I'm asking these questions because I still can't easily determine what is the fastest and easiest way to make my character animations. I can't tell if it's better to make the full static art asset I would be using in-game and focus on this part of the process after I finish the art asset, OR, make the general-ish mannequin without any of the fancy details, focus on getting that rigged, get all the animations done for a character, then go back to make the "true" art assets, so that way I can plug and chug everything fairly quickly. It'll also let me know exactly what assets I'd need, for example, knowing what and how many hand assets I'm swapping during animations. I guess the thing I worry about is if I rig a mannequin, animate it exactly the way I want, and then I find out that when I try to add the true assets, things break or Spine doesn't allow me to do something that ends up doubling the amount of work I need to do. I'm working on a turn-based RPG, and there are uhhh a lot of animations to get done lmao.

Any tips and tricks would help! I wanna know what the pros do and how others approach stuff like this! 😃

  • Misaki ответили на это сообщение.
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    Macha Welcome to the Spine forum!

    First, it's important to understand the specifications of the Spine's Skins feature. You can refer to the Skins documentation while exploring our example projects to get a clearer idea. The following are examples of skeletons using skins:
    https://esotericsoftware.com/spine-examples-mix-and-match
    https://esotericsoftware.com/spine-examples-chibi-stickers

    The mix-and-match example is the most important for understanding how to achieve your goals. The project contains many separate skins, each representing an individual item like pants or a bag, to facilitate the creation of custom avatars at runtime. It also demonstrates the very powerful features of Spine's Skins, namely Skin Bones and Skin Constraints. This allows you to create a rig where a hair mesh and hair bones are active only when you want to set the hair skin.

    You should also examine linked meshes. Mix-and-match uses this feature extensively, so check it out while reading the following section of the user guide:
    https://esotericsoftware.com/spine-meshes#Linked-meshes

    In general, using skins is a good way to create a lot of skeletons with different appearances, as it is easier to check the final appearance of the skeleton in the editor, but there are times when you want to pass a sprite or replace it with another image in Unity. For this, please first read the following sections of the guide, which is common to all runtimes, and the following sections of the spine-unity documentation:
    https://esotericsoftware.com/spine-runtime-skins#Creating-attachments
    https://esotericsoftware.com/spine-unity-main-components#Combining-Skins

    The following two example scenes, which are also mentioned in the spine-unity documentation, should definitely be checked: Spine Examples/Other Examples/Mix and Match and Spine Examples/Other Examples/Mix and Match Equip.
    The following video briefly introduces these scenes from 18:21 to 18:57:

    If you have any questions after reviewing these examples and documents, please don't hesitate to ask!

    • Macha оценил это.