- Editado
onurcangoc It is true that meshes and weights are often used in common idle animations, but note that the smooth movements and expressions themselves are possible without using them. One of the example skeletons we provide is a character named Speedy, which was created using only the features of the ESS version editor:
Do you see how the bangs and ribbons on this character seem to move very softly? The swinging of the bangs is represented only by rotation and scale movements.
The ribbon has several shape differences:
Such transformations can easily be done with a free image editor like GIMP. (In GIMP, you can easily distort images with a tool called the Cage tool.)
If you are making an animation for a video game, it is undesirable to use a lot of sequence images like this because the textures will be large and the data size will increase, but since you are not making it for a game, it is a good idea to do it this way.