My end goal here is to move away from using .anm files to load animations at runtime.
My game allows for use of different costumes which act as sprite-swaps. Currently, the method I use is to take my main character object and replace animations inside of fusion, then save as an animation file to reference later.
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These files, namely the first two in the list, are loaded at the beginning of the frame through events. The png (seen below) is loaded into an active object that is referenced by the engine to assign color colors into the character.
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The anm file is loaded into several actives which each represent one layer of the overall sprite and are colored accordingly with a shader. The RGB values for each shader are referenced from the image above at runtime. Unneeded colors are filtered out and replaced with the object's transparent color.
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The result is this sprite-swap for Mega Man:
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Unnecessary explanation aside, is there any known way to use a png image (maybe a sprite sheet or something of the sort) to import animations and get around using anm files? The reason for this is to allow for user-imported costumes by replacing the sprites or creating sprite sheets in the same format. The current method works fine, so no worries if it's a no-go.
Thanks!