Hi!
First time using spine here, we're trying to cleared a couple of questions before we're going to fully commit on using spine pro
So here's the problem, we're going to have a "monster" that has a generic animation, for instance, a walking animation that is very generic and going to be shared for all monsters
But this monster has a different race that would affect his appearance runtime, so for example a monster type X has
3 ear options (A B C)
3 tail options (A B C)
3 arms options (A B C)
Think of a character creation on a rpg game.
On runtime this monster X have ear A, tail B, and arms C, while other monster has other combinations. Take a note that this monster share the walk animation with other the monsters, the but the difference is only the appearance.
So the questions is..
- Is this achievable? how would the general workflow for doing this?
- Ear, tail and arms also have animations and mesh deformations, not just attached like weapons, we're aware of the atlas attachment feature on spine. Can this animations and deformations be shared?
- What we want is probably our animator has a low workload since the making animation for all possible combinations would be a very big task, and we're planning to add more type combinations in the future. What are the best workflow for this?
We're imagining something line this, only animating a tail as a separate animation that has mesh deformations, on runtime attach this tail animation on the character hips.
Thanks for the help, have a great day