Thanks nate.
The main problem in my skeleton is the draw order. I animate the draw order in several frames. And its very dificult say to the programmer in each frame what is the draw order. Also, Chema, the programmer, is very busy already. If I can do it, I will not give him more thing to his "ToDo" list.. hahahaha. So, making them in runtime is unviable right now. Here you have, a little example with a tricky "draw order" animation:
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Another question about how you would do this:
-For to make all the weapons animations. I already have 3 big groups of animations: Unarmed, handgun, and big-Guns ( two handed guns). They share some animations with minor changes (Arms positions, head rotation...) Only unarmed, the character can: WallJump, Grab on edges etc.
-When the player draw a weapon, I use a Bridge animation with each weapon to change all the slots visibility and animate of the "Main weapon" (The weapon is a kind of transformer). A couple examples:
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-Then, the programmer choose the "group of animations" of that kind of weapons (Shotgun is in the Big-Guns Group for example. The weapon bones and slot aren't animated in this animations the first gif is a example of Big-Guns groups animations, if you watch carefully you could see the shotgun cannon behind the Rifle.
-The programmer apply this animations to the character and thanks to the bridge animations the weapons has change to the especify weapons!!
-When the player holsters the weapons. I use another "bridge" animations to put the weapon in the basic form. Another example:
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Is it the best way to do that kind of things? i Have been thinking about that and don't have a better way to do that.
@Nate: Thanks anyway! Is good to see how the questions are answered in a few hours!
P.D.: There will be nice that in the newest version we will be able to change the draw order of 2 skeletons!! or 3... or 4 only the little gnome inside my head knows what will be the new impossible animation to do!!
P.P.D.: I hope you understand what i say!! :think: