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In all my previous games, I've done frame-by-frame animation for some of my 2D sprites, but this time I tried 2D rigging and in-engine animation (Godot).  Quite a journey to get a character rigged, but a great experience to see the plusses and minuses of a new way to approach animation!

I normally go for frame by frame for 2D animations as well.

From what I've seen in other games and tutorials, using 2D bone animations seems to result in it's own animation style and can appear noticeably different to frame by frame.

How did you find the process?

It's a much more in-depth process to get set up for sure, but it feels like now that I have it rigged it's so much easier to add new animations, tweak existing ones, and especially go back and add details to the base sprites.  With frame-by-frame if I wanted to add something like a panel on my character's space suit, I'd have to add it to every frame on every animation.  But with this, I can just add it to the single reference image, and boom!  It's in every animation in the game just like that.

You're definitely right though, the style is extremely different than frame-by-frame.  I guess it's just a matter of what kind of feel you're aiming for with your game!

I'll admit I prefer to play games with nostalgic pixel art, I grew up with the likes of Mario on the SNES, but making it is a lot of work to get it right, and as you say, making changes afterwards can be very time consuming.

I think I'll try the bone approach in a future game, just to see how it works and see if I like the result.