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feather

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About feather

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  1. Hello everyone! I want to make a paperdoll system and implement animations based on sprites, which like RPG Maker. For example, I have an "attack" animation, then I create a sprite sheet called "attack", and split it into many parts like "head", "body", "hand", etc. I can assemble a static character by many sprite game objects, but if I want to implement animation, should I change all these sprite objects at the same time? I am wondering it will cause a heavy process pressure if there is a large number of such animations.
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