The Godot animation system is ridiculously versatile, to the point where it almost shouldn’t be called animation anymore.
This is generally a good thing, but we used Spine for Iron Sky: A Lunar Adventure and suffered quite hard. Sure, the game was assembled in only two weeks, as per the rules of Adventure Jam, and under harsh conditions beside that, so it has some issues still.
But not having proper Spine support means we haven’t yet been able to utilize the animations for walking directly toward and from the camera. My idea for how to do it is a hack at best and a clusterfsck at worst.
Another related problem is synchronizing animations, which is all done manually in code, and unfortunately it shows.
Let’s hope the modular design makes even read-only interactions with Spine easier to deal with, so keyframes can trigger other Spine animations and put directional movement behind one single interface.
The Godot animation system is ridiculously versatile, to the point where it almost shouldn’t be called animation anymore.
This is generally a good thing, but we used Spine for Iron Sky: A Lunar Adventure and suffered quite hard. Sure, the game was assembled in only two weeks, as per the rules of Adventure Jam, and under harsh conditions beside that, so it has some issues still.
But not having proper Spine support means we haven’t yet been able to utilize the animations for walking directly toward and from the camera. My idea for how to do it is a hack at best and a clusterfsck at worst.
Another related problem is synchronizing animations, which is all done manually in code, and unfortunately it shows.
Let’s hope the modular design makes even read-only interactions with Spine easier to deal with, so keyframes can trigger other Spine animations and put directional movement behind one single interface.