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Question by Ale_DocetDev · Mar 08, 2021 at 05:54 PM · animation2dcontrollerspritesrigged

How to use multiple bone rigged sprites for 2d character animations

Hi guys, im building a character for a 2d isometric game and i am currently trying to set up the animations for the 8 movement directions. My partner made 5 rigged bodies, each is made of multiple sprites and has its own animator. We have 18 total animations, 8 for idle and 8 for moving, one for each direction. 6 animations are just mirrored from the respective original ones (reason why we have 5 rigged bodies instead of 8). I wanted to know if it is possible to make this work without the use of spritesheets frame 2 frame animation (I already have that working). So by switching dinamically between rigged bodies depending on the player input (I check for horizontal/vertical input to determine direction). I am not well taught on blend trees and behaviour trees for animators so i dont know if those or other methods are viable for this kind of problem. Is there maybe some type of sprite atlas/sprite stacking method in which i can put all my rigged bodies so that i can call them to be used in sprite render/animator/animation choosing when i check for direction to choose which animation to be picked?

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