In an earlier chapter, we saw how to make animations in the game using frame-based animation, in which we imported a series of images and created an animation by cycling through the frames. Although frame-based animations are good, they can be tedious to make. The artist has to draw each frame and you can't have too many frames if you want to keep the bundle size low. As a result, the animations don't look very fluid. Moreover, if you want to make some changes to the character, then it is back to the drawing board for the artist, as he has to go through all the frames of the animations and redo them.
Using the skeletal animation technique instead of making the individual frames for animation, we import individual parts of the character and make a spritesheet, as shown in the following:
Using an application, we position the parts of the character and then create an animation. This way we can create different animations such as walking, running, jumping, attacking, and so...