Re-animating the 2D Skeletal Animation Space
Where it All Began
Having played Flash games in the 2010s, I was accustomed to the style and charm of characters being rig-animated rather than the usual frame-by-frame. Being your average programmer who could just barely draw up something passable, I wanted to make rigs and take advantage of procedural animation (characters looking at any angle, inverse kinematics, etc). This was apparently a big ask, as every opportunity came with some major caveat.