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Question by RemDust · Jan 18, 2016 at 10:06 AM · animation2d animationspritesheet

How to make transition between 2D spritesheet animations ?

How are you dealing with transition when using high res spritesheets ? Exemple when triggering the attack, it might start from a frame of the run animation where the arm is not in the place it's supposed to be when beginning the "running attack" animation, and even worst : the legs might start a new running cycle when we go from "runnin" to "attack runnin".

Of course, we could say "just wait for your animation to end before triggering the new one" but from a gameplay standpoint, this is just awful ! How do you guys deal with it ?

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avatar image Cherno · Jan 18, 2016 at 02:59 PM 1
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Either create transition sprites and use them to play a transition animation between states (running -> running/attacking animation -> attacking), or use animation layers or seperate gameobjects to animate body parts seperately (upper body/lower body, or just the arms).

avatar image RemDust · Jan 18, 2016 at 04:18 PM 0
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Thank u @cherno, différent objects seems like a good idea. I guess it shoulndt be to hard to trigger different animators with a single input. However, I havent find any tutorial doing this, just because it's uncommon practice or bad practice ?

avatar image Cherno RemDust · Jan 25, 2016 at 12:16 AM 0
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It's actually quite common to use seperate sprites for arms, for example. However, I've mostly seen this in flash games which by their nature are constrained by the need to have simpler graphics.

avatar image RemDust Cherno · Jan 25, 2016 at 09:09 AM 0
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Sure, but for what I understand, they all share the same animator and they basically just see their properties change (rotation and things like that in Transform component).

On the other hand I never saw a mix of real drawn frames on different objects for different body parts.

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