[QUOTE=C-7] I don't really use C2, but in CC there was an option for 'loop to' ie, when it reaches the end, loop to a certain spot. So if frames 1-3 are the bow being pulled back, then 4-6 are the holding animation, set it to loop back to 4. I use this for my jump animations, in particular, so that they player jumps, but then 'holds' at a certain point.
If C2 does not have a 'loop to' option, then you could use events like if animation frame reaches x, go to wherever.
My lack of C2 experience might not work, but I hope it does. Unless it's worlds different
We know, you can reach everything when using events. But a beginner don't.
[QUOTE=shinkan] Yeah like it was in good old Flash. Not a bad idea at all.
Flag some key frames in the animations give them a label etc.
But to be honest it's already here.
make three animations
1. start jumping
2. jump idle (looping)
and you can easily manipulate between them
if "start jumping" finish play "jump idle", when "jump idle" finish play "land"
would be the same like one animation frames
0-10 - start jump
11-40 - jump idle (marked as loop)
41-51 - land
And besides you could do this with one variable. Set frames to variable and you could do anything with the numbers.
Edit: One thing i'm really missing with animations is ability to reverse current animation by events.
Key "space" is down -> play animation "dance baby"
Key "space" released -> revers animation [/QUOTE]
It's what is on the sandBOX. I'm talking about another thing very different with other reasons instead eventing the transitions. Also, if you have 100kb each frame of your character, you wouldn't repeat animation frames to increase your game size, when you can just create loopings using the animation editor, without the necessity of a new repeated frame..
You can make exactly what this request is talking about but using events, just make your animation frame by frame in event mode, something like this: every tick: set frame position to frame.position + 1;
And handle the situations where it loop by looping it, and the transitional animations can be handled by setting limit of the frame position number. That's it, but a beginner who have more skills with drawing will stuck when handling the animations with events.
So, it's not much intuitive for a beginner think about the pre-jump animation and his involvements with other situations. To be honest, it can frustrate many people who don't care to come here and talk, because they may think "they are not able to use the tool or they are too lazy or they fear of bias".
Who want make these transitions and learn other features can download tons of samples, but they all still complex for a simple thing improved in the past on other tools such as Flash, IGM, EGM.. did you catches the intuit of this topic? it's not about the possibilities, nor how to do, but a topic to suggest to recover this old feature.