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Correct way to implement a paperdoll system and animations base on spritesheets instead of bone?


Posted (edited)

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.

Edited by feather
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