![]() Undoubtedly I choose the first method (maybe somebody has one better), the second one implies a lot of extra-work setting the points and “synchronized” animations. You always should change both objects animation together (set stand pig animation, set stand club animation) Finally “synchronize” the pig and club animations, for example in the attack animation, the pig moves his hand very fast (pig animation), and the club rotates slightly (club animation). You could use two objects only when you really need them, for example, if you want Sir Porc to drop the stick when defeated, at the moment he is defeated, create an object Club at Sir Porc hand’s position and set the defeated animation for the pig (in this animation he hasn’t the club)… maybe in the inverse order (set defeated animation, this animation has a hand point, then create the Club at this point)Īnother possible way would be to set Sir Porc hand’s position in every frame… in every animation, and set the Club’s grip position in each animation and frame too. The best way I can think now is to make just one object “Sir Porc + Club” = “Sir Porc”, with this object you can do everything related to animations with the club (i.e. From The Same Author Farming RPG Music Asset Pack 3 Rogue Adventure Interior Fantasy Dreamland Winter Village Platformer and TopDown Enemies 2 Fantasy RPG. ![]()
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