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is there a way to combine the Dragonbones animations with the Animation Player?
For example, i want to make an attack animation using a hitbox, and make it appear in a specific frame...
how do i keep track of the frames on the node?
The text was updated successfully, but these errors were encountered:
I asked a similar question on this same repository, and @Ranoller suggested that one way to do such would be to set the DragonBones node to play an animation, and then animate the hitboxes in Godot itself. When that AnimationPlayer animation is played, the DB node plays its own animation, and the collision boxes are animated simultaneously. As for enabling a collision poly, you can keyframe its function to be enabled at a point in the animation. Think of it as using Godot as a "bigger" DragonBones, if that will help.
is there a way to combine the Dragonbones animations with the Animation Player?
For example, i want to make an attack animation using a hitbox, and make it appear in a specific frame...
how do i keep track of the frames on the node?
The text was updated successfully, but these errors were encountered: