[quote="newt":iyatvd2s]The animator bar only allows for eight different angles right now.[/quote:iyatvd2s]
I don't think it does, I have a game that already uses a 64 animation angle sprite
You may be thinking that because there are only icons
for eight directions that it only supports eight, but it actually supports an almost limitless amount of angles (you can have animation angles of 50.6534 for example)
[quote:iyatvd2s]Then the import it self would have to have some sort of naming formula, so the images that were to be imported would all have to be renamed beforehand.[/quote:iyatvd2s]
I think you're thinking i have each animation direction as a separate file/series. But that is not the case.
What i do when i render my animation, let's say the walk animation. In my render program i set up the walk cycle to repeat over and over, then every time one cycle is complete, i move the camera to the next angle, rinse and repeat till all directions are rendered. This one long series of animation directions is saved as a series of numbered images. This saves me making multiple renders for each direction, i just render all directions at once BECAUSE (at least in TGF/MMF days) the hotspot
when importing animations is ALWAYS the centre of the FIRST image in the series (or at least the centre of all images in the series). Meaning, if i import all my animations in one go, the hotspot is in the correct place for ALL
directions. Again, saving a buttload of time.
But the suggestion i made about creating a new animation angle of Y every X frames, would DRASTICALLY reduce the whole process into one easy procedure. Leaving more time for coding rather than fiddling around with animations and hotspots
I really don't know how it's coded but I personally don't see it as being much of a hurdle.
AND WOULD LOVE TO HAVE IT IMPLEMENTED