I'm sure some of you guys have encountered this problem. I'm aware that one solution is to have a 3D-model with 3D-animations and just render it in 2D, but that would require a lot more work (modeling, skinning, uv-mapping etc.). But what about more complex animations, such as rolling? I do believe you have to use the sequence of the sprite to animate it. In that case, I suppose, it's rather easy to replace the sprites. Our native tools are optimized for 2D workflows and designed to reduce roundtripping, accelerate productivity, and empower teams to bring. The animations are then done within Unity. In the 2D example project by Unity, the main character is composed of different body parts: head, eyes, feet etc. How would I go about adding a helmet or changing the shoes without having to have a different roll animation for each combination of gear? But what about 2D animations?įor example: An artist gives me a spritesheet of a roll animation of the main character. Adding a helmet or changing shoes is just a matter of attaching a gameobject to the right bone or swapping a texture. In 3D, the approach is simple: A 3D model is animated according to the bones of the 3D model. I trying to figure out how to add a specific animation in different jumps.
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