spine-skeletal · diff
git:20260912.4b73ea8 to git:20260913.1acd634
7 added, 3 removed. Audit A to A.
---
name: spine-skeletal
- description: Generic 2D skeletal pipeline using Spine-like runtimes — bind first, weight second, tracks for locomotion vs overlay, per-actor timeScale on hitstop.
+ description: Use when a 2D skeletal character needs bind, weighting, layered-track, attachment, or per-actor hitstop playback conventions without moving gameplay timing into animation.
---
# Spine / 2D skeletal
Order: hierarchy → bind → weights → mesh check at bends → layered clips → export.
- Bind in setup pose. Weight from the parent bone down. Game meshes stay in the 4–20 vertex band unless a face close-up needs more.
+ Bind in setup pose. Weight from the parent bone down. Use the minimum mesh density that preserves the required deformation; do not impose a universal vertex band across characters and camera distances.
Tracks: 0 locomotion, 1 attack overlay, 2 face/VFX. Hitstop sets *that skeleton* timeScale to 0. Never freeze the render ticker.
- Pack atlas by draw order to cut material switches. Binary skeleton when the runtime allows.
+ Pack atlas by draw order to cut material switches. Choose binary or text skeleton data according to the target runtime, debugging needs and build pipeline; do not assume one format is universally smaller or safer.
Wear / cancels still live in `durability-economy` and `action-feel`. The skeleton only plays the pose it is told.
+
+ ## Accept
+
+ Scrub setup, locomotion and overlay tracks while showing the logical gameplay clock. Bind pose and weighted bends remain stable; pausing one skeleton for hitstop does not stop unrelated actors or the render loop. Missing attachments use a declared fallback, and changing an animation blend never creates extra gameplay hit frames.