Hey rizzle, how would you take on full physics interactions and procedural animation?
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? ;-;
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