Yeah, that makes sense. I actually have all my sprites set up with LiveComposite/ConditionSwitch already, so I think I'll just stick with them as is.trooper6 wrote: ↑Mon Jul 09, 2018 11:06 pmThe problem is that the combo attributes are in a different group than the mouth group...so they don't replace each other. In order for the layers to replace each other they have to be in the same group. My workaround is that you could put every single attribute also in the same group as the combo group. That does "work"...but not in an acceptable way for expressions. What I mean is, if you have neutral, friendly, and mouth_grin in the same group, if you show mouth_grin it will replace neutral and friendly so you won't have both mouths showing...however, the eyes and the brows will also go missing.
This could be useful for some situations, but I don't think for expressions.
Since you want to individually control each brow, eye, mouth separately and don't want to put each combo in the picker, I'd say that the picker is probably not the solution for you. I'd say you'd probably want to do all pieces individually as you'd do in a LiveComposite.
I was originally hoping to switch them all to LayeredImage for better image prediction. But right now, it doesn't seem feasible for me unless someone comes up with a more flexible expression system. I might try some sort of hybrid thing where the face is a LiveComposite/ConditionSwitch within a LayeredImage with all the other body parts though, so I can at least predict other things like outfits.
Thanks for discussing with me, and best of luck with your LayeredImage projects!