Pear120 Posted July 30, 2019 Share Posted July 30, 2019 Is it possible to add a Headbase-Hat to a Hound build? Will this then allow a Hound to wear a hat? I've been scouring the code to see if there's anything that links Animstate.Show("Hat") to sprites and a hat's location on a sprite, but Headbase-Hat is the closest I've found. Am I on the right track? Am I a fool for attempting such madness? Please let me know. I'm determined to make this work. Link to comment https://forums.kleientertainment.com/forums/topic/109738-adding-headbase-hat-to-hound-sprite/ Share on other sites More sharing options...
Pear120 Posted July 31, 2019 Author Share Posted July 31, 2019 Alright, turns out you just use an Override command, but the main issue is having an asset to override in the animations. Which means adding a transparent hat sprite to every single frame of every animation. In Spriter. Which distorts and ruins my animations when I save. Fun. Link to comment https://forums.kleientertainment.com/forums/topic/109738-adding-headbase-hat-to-hound-sprite/#findComment-1236552 Share on other sites More sharing options...
Thomas_klei Posted August 4, 2019 Share Posted August 4, 2019 you got this Link to comment https://forums.kleientertainment.com/forums/topic/109738-adding-headbase-hat-to-hound-sprite/#findComment-1239168 Share on other sites More sharing options...
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