I agree that the animation is left untouched but it has lost its movement that perfectly fitted it. Most modern 2D games don't focus on ether sprites or vectors, they use both to take advantage of all that 2D has to offer, even using I did was that I animated translating the character, after I erased that translation. It's part of learning animations for games. The thing to remember is that most real time animations in games 2D or 3D is done as if the model is on a treadmill, exclusions to the rule are things like a combo animation, kill animation and cutscene animations. In a game the origin point is used for culling and collisions, so when ever you feel like moving the character's master bone remind yourself that it will be done in the engine.Ī way to keep moving the animation as you want is to parent the camera to the master bone, this way you can move it in 3D however it renders as if it's standing still or just delete the curves that moves the model around.
You will be working from that point upwards. When making the rig, you want the master bone to be where the drop shadow is, where the model makes contact with the ground. Working on a treadmill is basically how it's mostly done, it takes practice.
LAYERING SPINE2D ANIMATION SOFTWARE
The current way I'm seeing is to make the animation static (like a "treadmill" walk for example) and then move the physics actor accordingly in programmation, but it won't look as good as in the 3d editing software because it won't be an exact replicate of what the move was intended to be. Thanks for your answer, much appreciated, it's really hard for me to figure that out ^^ What would be a wonderful solution is if I could somehow use a spline to create the motion for my 2D physics actor, is that possible? If I go the 3d no sprites way, I saw that the "apply root motion" could help for my 1st question, but I don't think I'll go the 3D road though.
If you do know about those different workflows, sprites vs importing the bones in Unity, do you mind explaining what you see as the pro's and con's of each? I do know that stuff like animations in multiple directions like: making the head follow other objects in the scene can't be done, but I felt like that was something I didn't need. I felt this was an interesting choice because I don't know much about doing animations specifically for games. Maybe you're right and I should not go down the sprite path, however I thought using sprites was interesting because it would allow me to use as much polys, as much bones, skinning techniques that I would want.