1 hour ago, HexDump said:
This could be a very good solution, but it is not 2d bone based but 3D.
It's the same thing. As in exactly the same thing, as in 100% the same thing. 2D vector bone animation is 3D animation. Often the Z axis is used to "sort" what is rendered over what.
1 hour ago, HexDump said:
I see here very differnt smoothness in the parts animated by bones and in the parts animated by frames.
Vector animation is smoother by default because instead of pixels there is no limit to how small a animation can be. A lot of the best 2D games uses vector animation.
Rayman shows how smooth it can be. In truth more than 70% of the 2D games use vector animations, because it's smoother, easier to work with and cheaper to do. Even some "8-bit" games actually cheat using vector animations.
Some games like the old Abe Oddworld games use vector animations to render, then export to raster graphics. So even a large part of raster graphics games did use vectors to produce the art.
The thing is when a proper animator works with vector graphics it will no longer looks like vector art. There will be no overlapping parts, shaders are used for full body outlines. https://docs.google.com/presentation/d/1HEkCwuCK6SBzXmaY-UQE33HC8nkCUyhoglJC54BHiGQ/edit#slide=id.p
So it's hard to tell the difference between professional vector graphics and profesional raster graphics.
It's also very rare to find a game that only uses raster or vector animations. Even 3D games uses sprites for particles.