Hey,
I was talking to my programmer partner about how nice it would be not having to rely on diferent animation systems in our project, and we were wondering if it would be viable to use Spine for everything.
All the game characters will be animated using Spine, but there are some minor things that should be animated (sometimes using traditional animation), like projectiles, and I'd like to know if it would make sense to create a skeleton with just the root bone and a sequence attachment to create such animated objects.
The game is not going to feature massive amounts of enemies/npcs/projectiles on screen. Think of something in the lines of classic zelda games. 4 - 5 enemies at most at the same time and maybe a boss spawning a barrage of 10 - 20 projectiles.
Do you think this could be handled using only Spine skeletons?
Oh, btw, the game will be on PC, Xbox, PS and NS.

Thanks in advance for your insights!

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Using Spine for all animated elements in your game, including minor animations like projectiles, is certainly viable. You can create a simple skeleton with just a root bone and use sequence attachments to animate objects like projectiles. This approach allows you to maintain a consistent animation system across your project, which can simplify your workflow and reduce the need to switch between different animation tools. Given that your game will not have a massive number of animated objects on screen simultaneously, Spine should be able to handle the workload efficiently. Additionally, Spine's runtimes are optimized for performance, which should help in managing animations across different platforms like PC, Xbox, PS, and Nintendo Switch.

Yep, you are unlikely to run into performance issues using Spine for everything, assuming your skeletons are reasonable. You can test it quickly by rendering your current skeletons 5x each, or create a proper test with many various skeletons in your actual game.