Iโve been thinking heavily about inverse kinematic rigs for 2d animating. One clear as day flaw is how it makes your characters feel like paper because you can really only use one set of sprites at a time. Therefore you canโt do any animations that have a horizontal pivoting such as a turning your back to the screen.
Iโve been trying to use my own brain instead of just taking other ideas and the solution Iโve come to is having multiple IK rigs inside of a game object at once.
So for example say you want an animation where a character with a sword facing the camera will turn his back to the camera and swing the sword from his hip in an upward arc ending with his chest facing to the camera (think the image below but as a 2D IK rig instead of 3D model)
My solution would have you start the animation with an IK rig using an image where the character faces away from the camera, then using the state machine in unity disable the rig facing away and enable the rig facing the camera. From there Iโd finish the animation on the new rig and again the state machine would be set up to switch to given rigs for the idle animation
Would this be a viable option for what Iโm trying to do or am I working way too hard and thereโs another solution Iโve totally missed
(Also no Iโm not making a smash clone, Marths jab is the only thing I could think of to convey my idea)
https://media.discordapp.net/attachments/438387862963093504/771670038682796032/image0.gif