u/Ceeeeeeeeed

Hi,

I’m working on a 2D game in Unity using skeletal animation and I’m trying to figure out a scalable way to handle character visual variants (especially hair).

My setup idea:

  • Characters are animated with bones (head, body, arms, etc.)
  • Hair is animated using bones as well (strand-like movement)
  • I want multiple hair styles (potentially dozens)

The problem I’m running into is this:

I saw a demo where each hand pose had its own set of bones (e.g. thumbs-up hand vs open hand), and both bone sets were animated simultaneously in the idle animation, with only one being visually used.

Character and it's rig from Unity 2D animation demo

This made me think about my own system:

If I follow the same approach for hair, I would end up with:

  • a separate bone rig per hairstyle
  • potentially hundreds of unused bone sets being animated at runtime

That feels obviously wrong and not scalable.

Character and it's rig from my game

So my questions are:

  • Should hair ever have its own separate bone rigs per style?
  • How do production games typically handle animated 2D hair with many variants?

I feel like I’m overcomplicating this and accidentally heading toward a system that won’t scale.

Thanks for any advice

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u/Ceeeeeeeeed — 10 days ago

A few years ago I weighed over 90 kg (198 lbs), which for me was obesity level.
Later I cut down to 65 kg (143 lbs) and got seriously into the gym. Since then I’ve gone through multiple bulk and cut phases, so I understand pretty well how gaining and losing weight works.

Now one of my female friends wants to lose weight and asked me for help. She currently weighs around 80 kg (176 lbs). She has PCOS, which might make weight loss more difficult.

I suggested that she:

  • tracks her body weight regularly in a spreadsheet,
  • counts all calories she eats,
  • and tracks calories burned using an Apple Watch.

For comparison: when I eat around 2000 kcal daily and burn around 2600 kcal daily (so roughly a 600 kcal deficit), I lose about 0.5 kg (1.1 lbs) per week. That feels healthy and sustainable to me.

The problem is that she has been eating around 1700 kcal daily while burning around 3000 kcal daily (according to the watch), which should theoretically put her in a ~1300 kcal deficit. Despite that, her weight stayed basically unchanged for several months.

About 2 months ago we also added strength training to her routine without increasing calories, and since then she has actually gained around 3 kg (6.6 lbs).

Her current activity level:

  • walking the dog 3-4 times per day (about 2 hours total),
  • group fitness classes like step workouts 3 times per week,
  • strength training 3 times per week.

The calorie intake tracking is definitely accurate - everything is weighed and logged carefully.

Of course, calories burned from the Apple Watch may not be 100% precise, but they should at least be somewhat useful as an estimate. I personally use the exact same method and the same type of watch, and it works very accurately for me.

One important detail: the “calories burned” number includes both resting calories and active calories combined.

How is this possible?
What would you do in this situation to make the diet actually effective?

I’m hesitant to suggest cutting calories even lower because 1700 kcal already seems pretty low considering her activity level.

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u/Ceeeeeeeeed — 13 days ago