mCohen wrotefull disclosure, we only tested spine free
I assume you mean Spine Essential, or the Trial, as there is no "Spine Free".
mCohen wrote we tested the majority of 2d animation software and we have been heavily inclined to go with spine.
Very glad to hear that, thanks for giving it a try.
mCohen wrote
one of our clients wants to be able to automate the creation of some sprite poses(he has a single-layered sprite and wants to do simple deformations like arm-raising) and as the steps for the creation are pretty much standard, we could in theory place everything were it needs to be(we actually do that in Unity) but we would need to have access to these things at runtime. is that possible?
While your workflow seems a bit odd, the spine-unity runtime (as all runtimes) is provided with full source code access and would allow you to add bones and attachments during runtime.
To avoid reinventing the wheel, we would strongly recommend using existing functionality such as swapping out Attachments and Skins at runtime. That way you can place and animate bones in the Spine Editor and later attach whatever images your client provides.
You can evaluate the spine-unity runtime free of charge and without any functional limitations, to test whether you can implement your desired workflow.
Documentation pages with installation instruction can be found here:
spine-unity Runtime Documentation: spine unity Runtime Documentation
Please have a look at the following section on how to set Attachments, Skins and how to pack them to a new atlas texture at runtime:
spine-unity Runtime Documentation: Skeleton
Also be sure to check out the example scenes in the directory Spine Examples
in the spine-unity unitypackage, especially the Mix and Match
example scenes might be interesting.