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Firstly, Spine was just what we were seeking and has solved a lot of development headaches. Thanks for your recent additions to the software!

I've been making an assortment of animations for a potential protagonist for a side-scolling beat 'em up. As I approach grappling animations, I started to wonder what techniques I could use to make the player better align with an enemy, so flashy things such as wrestling attacks could be performed.

It's going to be hard to predict where hands/motions are timed without having a second skeleton in place as a reference to remove the guess-work. The only example project that is packaged currently with Spine (That is similar) is the Spineboy riding his Raptor mount, although they seem to be combined asset-wise together rather then playing simultaneously.

What would be the most efficient way of animating something that involves detailed interaction between characters if they are both planned to be made within spine independently?

This is a good question. I think it'll help them design a good workflow solution if you provide good examples of use cases.

I agree though, the rider-and-mount case is arguably a common one. And combining them into one skeleton isn't always the best option, or even an easily achievable one currently, since you can't actually copy bone/slot/attachment hierarchies from one skeleton to another yet. So if you need a "rider version" of your character and already made a non-rider rig, you'll kinda have to start from scratch.

If it's not the riding/attached-skeleton situation though, having two skeletons in one project and playing them back together is currently a good way to preview two skeletons playing animations together (for timing and alignment), if that's all you needed.

For starters, I recommend you go play some PlayStation generation Capcom fighting games and take a close look at how they handle grabbing and throwing moves and think about how they did it. In all likelihood, they resorted to some generically applicable alignments and poses to make it work across several permutations of characters.

Thanks for the fast reply!

As per your suggestion for providing more examples of how this could be a helpful feature, here's some other character situations where this would be handy:

• Characters having a weapon clash or power struggle
• Detailed attack dodging (Attacks narrowly miss the player/seem to be timed perfectly)
• Grappling moves like the ones described in this post (Easier to animate them together rather then separately and then split them up later)
• Mounts reacting to the player climbing them/vice versa

It wouldn't be necessary for anything static or indirect to the player such as projectiles, but either being able to play an animation that has already been made kind of like the ghosting feature or part of the background while creating a new animation would be a direct solution.

As recommended, I'll simply duplicate the player for now, and set him up to grapple a clone of himself. This won't cause problems when exporting the data if the second skeleton is only required as a reference for a couple of animations right?

Edit: From browsing other forum posts I have a better understanding of what you meant by an example case. I'll whip up some screenshots soon.

Nah, I think these descriptions are kind of enough, but sketches might be even better if you think they're that complicated.

I think the ones you listed are doable if you organize well. Animate stuff. Take some measurements and make some guides and standards (positions and times) and use them in Spine. It should work.