I have learned that two different skeletons that use the same base can be mixed up simply as json files. Is it possible to mixup skeletons at runtime or probably 'override' one by another?
I'm reconsidering structure of my ingame characters, so it isn't one skeleton with a lot of embedded animations of different weapon. I'll split it to first skeleton of character with basic actions like spawn, death and so on AND the second skeleton with unique additional bones and animations of different equiment and arms. Second skeleton appends new bones thus overriding necessary basics so the animation 'attack' depends on what additional animation was applied to the character.
My expectations look like that:
armsSkeleton.Override(charSkeleton); // ??? in order to append arms bones to the character skeleton
charState.SetAnimation("stand");
charState.Apply(charSkeleton);
armsState.SetAnimation("attack");
armsState.Apply(charSkeleton);
Is it possible to do?
I have mentioned that arms skeleton includes all character skeleton, so there's no need to 'override' anything, just use arms skeleton instead of character skeleton and apply skins and states both from arms and character. But if I'd like to mix two or more skeletons based on the same character skeleton (for example for left hand weapon and right hand weapon) this problem will appear again.
So in my case this problem doesn't exists :happy: