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This is not a lot, and it unfortunately took me much longer than I was expecting or wanting to get to this point but I wanted to make sure I had something out before literally the last day of the month. I'm going to keep going and hopefully get some more options in but we'll see now that I'm getting into the math side of things.

This is currently just a debugging and test sandbox with the skeleton. When I made SMS because I handled all the animations through code I was able to essentially apply small animations on top of one another. This meant the animations were more fluid and could be semi reactive to one another. So for instance, one animation might have Jesse's arms tense, while the breathing animation caused them to relax slightly. I could apply both simultaneously and it would blend the two. With Spine (as far as I know and I could be very wrong) this isn't possible. You can ease one animation into another animation, so for instance an idle animation, blending into a walking animation would create a few in between frames of the character beginning to walk. But you can't apply two animations at the same time. If I'm entirely wrong about that FML.

So, that's all to say that this debugging sandbox is to start working out a system to apply animations to the different bones. This is also so I can test the limits of each bone to find where the model just stops looking reasonable.

If you want to mess around with the model the way you do that is use the yellow plus and minus arrows switch which bones is being affected, and increase/decrease various values for that bone. It doesn't highlight the selected bone (yet) but they're all more or less labeled in a way that should be mostly intuitive. (Note that some bones can't be affected because they aren't intended for rotation). Then once you have things set you can click the yellow Apply Force text and it'll apply some force to the bone.

As is, the animations currently just use a spring, you apply a force, which increases or decreases the rotation angle and then it tries to snap back to it's original position. This is what gives the whole thing a bobble head quality atm. Apply_Force is the force applied, the bigger the number (positive or negative) the faster the bone will rotate. Tension is how quickly the bone will try to return to it's original position. 0 means it won't snap back at all, and higher means it will snap back more quickly. Dampening is how much the force is reduced over time. The higher this is the less springy the animation will be and the faster force will be reduced to 0. A dampening of 0 means the animation will loop endlessly.

Things I'd like to do next.
Currently all the bones have been given ranges which they won't exceed. I'd like to have the force reduce to ease the animation when they reach those limits. As is, when force is too high and the limit is reached it just hard stops and looks weird.
Selectively allow forces to spread through other connected bones. This way, when force is applied to the thigh for example, the calf would be lightly affected and animate as well, and then the foot would be lightly affected by the calf, followed by the toes, etc. This is theoretically easy to do, but I think it'll be hard to make look and feel correct.

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