Hello, I've been looking for solutions to managing skeletal animations at runtime using my own physics or euler math/soft bodies, used by alot of games. And since I have discovered spine I had been wondering if it is a good tool to use for runtimes in real time.
I had a few questions:
Do the bones get stored as simply JSON or XML data which is manipulated by code?
How optimized are the bones in the different runtimes, has anyone run any stress tests with tons of in game objects with many skeletons being driven by in code "motors"?
Which runtime for Spine is good for manipulating bones in real time, the fastest? Or the most complete. I've noticed some runtimes dont have any bone class implementation, so if there isnt one, id have to make my own correct?
Thats alot of math.
basically, I understand with enough math and patience, I can create my own skeletal animation ssytem from scratch, I could also probably code my own animation software tools...
but thats like years of math, which I'd rather not type from scratch.
It seems like, I can generate animations, and data which can be implemented and read and used, but really its just data, mostly positional, which has been generated by a tool, but for the runtime I'm guessing I can manipulate play back animations?