PSI wrote:@lucid - could you give a brief example of how to use randomized character maps to create variety in spawned enemies or is there already a tutorial?
@PSI, the new implementation will enable me to eventually make this process much more simple, but the way I would do it now is:
- Create many character maps for different body parts. This could be clothing, separated down into character maps for alternate tops, and bottoms, and if you want to go even further, skin, eyes, additional layers of armour, etc. It's best to name them according to category. For example : top_redShirt, top_blackTunic, hand_bare, hand_glove, etc.
- In C2, make arrays for the different parts and their names. For instance, an array called 'topArray' that contains the strings "top_redShirt" and "top_blackTunic", and another array called 'handArray', containing those names
- On Object Creation (or whenever you want the randomness to occur)
Append Character Map (topArray.at(floor(random(0,topArray.width))).
This is just saying to choose a random index in the array, and apply the character map with that name.
- Repeat this for as many categories as you created.
Colludium wrote:Apologies if this has been posted before regarding the c2 plugin...
When my character's animation is not looping, if it has finished and the animation is set to blend to the start of a different animation then the blend feature does not work - the 2nd animation just starts without any blending. I can work around it by making extra looping animations but it would be great if the plugin allowed blending from a finished non-looping animation. Let me know if you need a demo and I'll put one together - thanks!
@Colludium, this will be fixed with the updated implementation as well.