• Editor
  • Working with character who needs multiple skeletons

  • 編集済み
Related Discussions
...

Often when designing a character in Spine, people work from one base skeleton. One can swap out individual attachments on slots in their animations easily enough, and this can cover a lot of ground. However, I'm working on a character that needs multiple drawings in certain animations that are so different from eachother in terms of their poses and angles that they will require different skeletons all together. An example of this technique being used would be most Vanillaware games (especially Muramasa) which use a hybrid of traditional animation and skeletal rigs.

A spine project has room for multiple skeletons, but from what I can tell as a Spine newcomer there's no way to mix different skeletons into the same animation. So, in other words, at one point in the animation I need one skeleton visible, and then in another point in the same animation I need a different skeleton all together visible and the previous one invisible. You can have multiple skeletons in an animation, but showing or hiding a skeleton is a global state and not something that can be recorded on the timeline. If it could, I'd have no issues.

I was hoping someone could offer me some guidance. Right now the only solution I have in mind is to break an animation into multiple animations if it requires more than one skeleton. This is possible, but not an ideal work flow for obvious reasons.

Thank you!

I think this thread is very similar to your approach, there was a long discussion regarding using multiple skeletons (or not using them and how) so it could shed some light on the topic: Changing poses within a single animation