Hey all,
I have what I think is a procedural animation question, although maybe there's another solution.
I’ve got a variety of sword animations, and I want them to branch to a “rebound” animation if they’re blocked.
But the angle of the weapon is specific to each animation, and I’d like to have a general purpose solution instead of animating a branch from every source animation.


So I was thinking I could create a procedural animation - keep track of the arc of the weapon in code, and then if it rebounds use that to determine the appropriate target rotation / position.
What's a good way to solve this problem? And how would I even go about creating a procedural animation for Spine? I'm currently procedurally setting the rotation of a single bone, but encapsulating that into an animation sequence is something I'm totally unfamiliar with.
Thanks!
Using physics makes for some neat effects. You could write your own, simplistic physics to get bones to react realistically. Then you can have bones in Spine that you don't animate and at runtime have them controlled by the physics (eg, a cape). This would be a neat addition to the official runtimes