Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

[Question] 2-Instance Animations #4

Open
YigitBudur opened this issue Nov 23, 2021 · 0 comments
Open

[Question] 2-Instance Animations #4

YigitBudur opened this issue Nov 23, 2021 · 0 comments

Comments

@YigitBudur
Copy link

YigitBudur commented Nov 23, 2021

Hey,

I'm trying to achieve execution animations which I have 2 instances doing an animation and I'd like to hear if theres any easier solution than mine.

What I think of doing is to have every item that an enemy could wear as a seperate Char Map (or if its a fixed armor set, have the full set in a single Char Map), switch the player animation to the execution and assign the Map to the Enemy character (which exists in the player animation) when an execution starts and of course destroy the executed enemy object at the start.

That is to avoid making more animations for every enemy.

The image below is the start of an execution animation.
image

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

1 participant