Hi everyone, I’m kinda new to Spine and I hope you can tell me if I’m in the right direction for this project.
My current project will involve 1 skeleton, close to 50 animations, full body skin A, full body skin B, then clothing skins, body parts skins (arms, legs, head, body skins) and weapons skins as textures applying to skin A and B.
Skeleton: consists of arm bones, leg bones, head bone, body bone, weapon holder bone etc. Arms and legs are controlled by IK constraints.
Animations: keyed in IK constraints’ positions.
Skin A: a basic human body used as a template/base. Swap different clothes skins, hair skins and weapon skins to make new characters using the same body/body parts.
Skin B: a bigger and taller body base for special characters. Swap different body parts (arm skin, leg skin etc.) to make new characters. However, all the body parts that will swap with the base are physically different. E.g., a tall body with big limbs, a short body with skinny limbs and a very long neck.
Project style: Pixel art, pixel squares need to be consistent in size so I cannot scale the attachments.
Project Goal: Use only one skeleton for all different-sized characters and reuse all the animations.
My attempt:
I built the skeleton based on skin A’s proportion. Everything worked fine.
I then used transform constraints on the skeleton as skin-based constraints for skin B. Basically followed Erikari’s video:
Issues:
- I couldn’t get every animation to work perfectly for the skin B base. For example, I adjusted bone weights for animation 1 to work, but the same weights didn’t work for animations 2, 3, and 4.
- In some animations, skin B holds weapons at an odd angle. The weapons work fine for skin A in all animations though.
- When I swapped skin B’s body parts to make new characters, they couldn’t stand straight and the animations looked strange if the body parts were skinnier.
Questions:
- Is it possible to achieve my project goal by using skin-based transform constraints? Am I in the right direction?
- Is it possible for all 50 IK constraints-based animations to work after scaling up the skeleton? I cannot change the Ik’s position in animations cuz they work perfectly for skin A, but not skin B.
- If what I did was wrong, could you please suggest the most time-saving method to achieve my project goal?
Thank you so much for the time to read this, I hope to hear from you soon!