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I think it would be better to create a "dead" character for the creature, adjust its texture so that it doesn't cast shadows, and move the final animation point of its departure very high up, beyond the boundaries of the battle map. And cover it all with effects.
In addition, the switch from the regular character to the "dead" one can be set somewhere in the middle of the flight.
In short, a solution can be found. But is it necessary?
In addition, the switch from the regular character to the "dead" one can be set somewhere in the middle of the flight.
In short, a solution can be found. But is it necessary?