No, you wouldn't use ent_setskin, but you would do it like this (attention: pseudcode!):

Code:
MATERIAL* mtl_complexsprite =
{
    effect = "complexsprite.fx";
}

action myAction ()
{
    my->material = mtl_create();
    effect_cpy(my->material, mtl_complexsprite);
    // ...copy other parameters from mtl_complexsprite...
    
    // load bitmaps from file or the like

    while (!my->destroyed)
    {
        // gets bitmap for current rotation and animation
        BMAP* b = getMyBitmap(my);

        // assign to shader
        my->material->skin1 = b;
        
        // shady shade shade!
        
        wait(1);
    }
    
    ptr_remove(my->material);
    ptr_remove(my);
}



Last edited by HeelX; 06/21/12 16:35.