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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.
The text was updated successfully, but these errors were encountered:
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.

The text was updated successfully, but these errors were encountered: