Yesterday I came across Creature; a software animation tool that beside some new features, has a different approach to things than Spine. The core idea is that animation should be done as much as possible using something called "Motors".
Essentially a Motor is either a function or system applied to a set of bones with variables that can be adjusted. On one hand this could be a simple function or preset application (flap wings, bounce, etc). On the other it could be a procedural system that generates an animation, such as Automated Walk Cycles, or even more important, bones that follow a physics model. (An example being a tail that swishes according to the model format)
This final example for us is pretty much the missing feature in Spine. We have a lot of characters which extra secondary motions (hair, spikes, flames, tails, etc) and the time spent on make these look and feel good is just too much.
The problem with it is that we are not trying to make the bones or animation do anything special, but instead are just trying to mimic a physics model which could easily be simulated.
Some of this functionality could be implemented rather quickly in Spine. (Essentially "macro"s with variables that could be applied and tweaked) The other more complex systems would obviously require more work.
Some other functionality of Creature which we have found to be lacking in Spine:
- Sprite Swapping; easily creating animations. In our current pipeline we have setup things such that upon loading a skeleton is scanned for bones with certain names, and their frames replaced with animations. (Hand setting the frames in Spine for trivial animations was just too tedious)
- Path Motion; a no-brainer: the infamous "Growing Vine" example would be no work at all. https://www.youtube.com/watch?v=RpVMiUC8Ewk
The main problem is that our "fix" to most of these things requires us to recode the tools in LibGDX / our game, and then the artist can only see the results after exporting and importing them into the game.
Creature: http://creature.kestrelmoon.com/more_info_2.html