![]() The base object is an armature (like a model). It’s probably not 100% the same for all three, but I implemented a runtime for DragonBones a while ago and here’s how it worked: I mentioned the runtimes, because that’s what allows you to interact with the animations by e.g. You could of course roll your own tool and runtime, like the peeps that made Salt & Sanctuary: īut they do supoprt switching sprites at runtime. The creators provide a C# runtime and got it working with MonoGame. DragonBones is a completely free tool with some of the features that are only in the paid versions in Spriter and Spine, like inverse kinematics, mesh deformation and events.Free version does not support advanced kinematics, mesh deformation, advanced tweeting curves and triggers (events during animation). An alternative with a free version is Spriter.It has an official MonoGame runtime on the following page: The ‘professional’ version is $300 or something. It does not have a free version, the ‘essential’ version ($70) does not support inverse kinematics or mesh deformation (deforming sprites during an animation). Spine is probably the most polished tool out there.I know of 3 good tools with a MonoGame runtime that can help you with 2d skeletal animation. ![]()
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