Um - if anybody could tell me the best way to handle these animation sequences I'll give them 5 shiney new pence, as endorsed and guaranteed by the Bank of England.
If I'm loading say 200 enemies as a Type into a map - I assign them all their individual attributes and anim-sequences won't that take a gnarly chunk out of ram? Or does the Type behave in a clever way and only reference the original animmesh data? Can anyone tell me how it works?
If I'm loading say 200 enemies as a Type into a map - I assign them all their individual attributes and anim-sequences won't that take a gnarly chunk out of ram? Or does the Type behave in a clever way and only reference the original animmesh data? Can anyone tell me how it works?