I have a character sprite with multiple animation sets. Particularly one for running and one for punching. So that it does not look like my character is sliding across the floor while punching, I created multiple sets of animations - one of the top and one of the bottom halves of the run and punch animations. Four sets total, not including the full versions of both.
In effect, what I hope
to do is, while my character is running (bottom half of the run set), somehow "pin" (perhaps using the Pin behavior, perhaps not) the top half of the punch set to the bottom run set. Thus, I'd create the illusion of one animation set - punching while running. While I could just copy-n-paste both halves into a single set, this would create the problem the legs looking like they were reset mid-stride.
I have an invisible platform object that the animations are set to that actually does the movements - that's not an issue. Individually, the animations are set to this platform object's origin point.
What I'm wanting to do is see if it's possible to have two different animation sets active on the same platform object, but assigned to different image points, and will not conflict with one another.
In summary...what I'm looking for is:
The character is running (one set), then the punch button is pressed.
The bottom half of the run set starts playing while the top half of the punch set plays through its sequence until it finishes.
Once the punch set is done, the full run set resumes as normal.
BUT, is it even possible to play two sets of the same sprite object simultaneously? OR, do I need to create a separate copy of the same sprite with the appropriate animations to be played at key times?
Does that make sense? THANK YOU FOR YOUR HELP!
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