'm just wondering what is the most effective way to start the next animation for the spriter File. I have a character that has a 360 view. So if my Idle is 3/4 view and my Walk is Side view, do I Copy and paste a frame from the 3/4 Idle and do Image swap to start the new side view walk, or do I clone and Delete unused frames to do this. obviously I assume the same thing would be done for each animation afterwards moving forward. The reason Im asking is I want to take advantage of C2's Blending modes. I set my spriter file up by first making the model views, and then cloning that key frame for what ever view I wanted the animation to use. Now however, I am running into the model glitching when attempting to blend animations in C2, like the torso flys off and reappears during the blend. I've seen where it's stated you should use the same bones between views/animations so this doesn't happen. So my question is basically How do I assure each animation is using the same bones when I'm making a new one.
Also while on this note, is there anything specific to do if say a different view uses more or less bones? is deleting one from a copy and pasted or cloned skeleton ok to do? Thank you.