@TGeorgeMihai, Please email email@example.com
with your purchase email, and he'll send you back the links.
The best way is to make the character move the head and hand separately is to wait a little longer until sub-entities are available in the c2 plugin for runtime control.
If you'd rather not, the other way would be to make two separate entities (most easily through copy pasting after making a full character):
If you just need the gun facing in 8 directions or set angles, you can just create the separate animations such as "aiming right", "aiming up". etc, and you're done.
If you create an action point on the leg animation where the torso should be attached, it will make easy to just set the torso location to that point at every tick. When the plugin supports subentities, this entire process will be eliminated and you will just be able to control the sub-entity separately and change animations, set time, etc, and it will automatically be attached for you.
If you want the gun to be able to face in any
direction at any angle, it's a little more complicated, but still possible -
create an animation that aims the gun from left to up to right in Spriter in half circle, or full circle, or whatever the full range is, and use the 'set current time' action in c2 with a ratio from 0 to 1 to control the animation:
This would be limited to a still facing in that direction, so it wouldn't be able to animate the gun recoiling through this method at every angle without doing something more. That would require using the plugins 'set second animation' method, and using the animation blend ration instead of the time ratio, which might be more difficult if the range of motion can't be blended smoothly with just two animations.
The plugin will eventually support more advanced features some time after 1.0, such as game time IK controlled through actions in C2, and some unannounced post 1.0 Spriter features which will make stuff like this much simpler.