[quote:2mltyyrj]that isn't really a workaround, that only lets you change the colour to as many frames as you can be bothered to add, certainly not 16 million.
If you want to let a player chose their starting skin/shirt/trouser/eye/etc colour (but not colour their entire body the same colour), and let them choose from a smooth gradient.[/quote:2mltyyrj]
True, but keep in mind you can load frames externally.
[quote:2mltyyrj]I can think of a workaround which is just cutting out the bits I want to colour of the animation and always setting this new sprite's position on top of it, then using regular colour filters, but doing it this way is very clumsy.[/quote:2mltyyrj]
That will work for some things, but you might get into trouble with higher frame rates.
[quote:2mltyyrj]In the image editor, it could have an "add new channel" option (or just have this in the launch explorer bit like I've suggested before), which creates a new mask which starts out looking like the transparency mask of the image you're editing (in black and white), you can then remove sections, then map this to a new filter (or even effect), so that the filter/effect only acts on this area (with intensity proportional to the brightness of the mask in that area).[/quote:2mltyyrj]
I thought you wanted to do this at runtime?