Im talking about bone driven animation with colliders on meshes(or somewhere else idk) (model gathering info of forces going into it / blocking its path) and then possibly cross-breeding AnyPortrait animations with:
"full" ragdoll (rigidbodies?)
"soft" ragdoll where model gets lets say hit by something and gets partially afected, some type of animation deformation?
animation deformed by script?
animation generated from script? either as animation or just frame by frame repositioning of bones (so like external animator but with mesh deformation from anyPortrait for full procedural animation)
how would you bridge physical body model(made out of colliders lets say, and some joints logic to glue them?) with animation layer generated by anyPortrait? Generate body out of animation and then make animation follow the body to and vice versa depending on needs to be able to use both sides of the coin baked animations and physical interaction with 2D world? ;-;
im digging through your stuff from today onwards but maybe you could guide me to whats your best practices from where i should draw data(bones, ik-s?) and where i should inject data to cause expected behaviours
and most importantly how would you handle somewhat procedural animation, mixing procedural stuff with anyPortrait animations, and what its possible what is not what to avoid and if is there anything that i dont see and it could come useful? :D
also what psycho writes one file with 13400 lines of code? ahah :P
haha :D thx im gonna figure it all out, for example ragdoll can be more efficiently done using unity physics and making animation skeleton follow physical model of the body with colliders on sockets (._.) and then only the matter of swapping between one into the other and vice versa. Youv made amazing tool btw