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!