But for a none character animation is it called "idle" ? I had three choices : "idle", "default", "The name of the animation". For a character the default sequence is the "idle" sequence. In order to do that, the Engine need to know the name of the default sequence. When you add an Animation Object onto the canvas, the Animation has it's default sequence selected. If the Animation concerns a simple background object like flowers or animals you simply have one sequence. If the Animation concerns a character we usally have something like ("idle", "walk", "run", "jump"). Each animation has at least one sequence. When you build your Scene by clicking on the "Return key" or the "Play Button" the Animation_Meshed_Object becomes a Animation_Solid_Object.Ī Layer of Animation_Meshed_Object appears with a Light Blue color, this is a temporary color Īn Animation is made of Sequences. When a Animation_Meshed_Object is selected you can go to the Mesh Tab and change the properties of its Mesh Object. Hold CRTL and Click on a Animation_Button to add a Animation_Meshed_Object onto the Canvas. Like Sprite, you can change the Color of your Animation, simply select the Animation Object and process like if it was a Sprite Object.Ī Layer of Animations appears with a Yellow color, this is temporary I will review all the Colors for Layer's typesĪgain the process is the same as for Sprite_Object. If you click on a Animation_Button you add a Animation_Object onto the Canvas.Īnimations are like any other Object, you can move them arround, Rotate them, Scale them, Duplication them etc. If you put the mouse over an Animation_Button you can see a Preview. All loaded animations can be founded there. On the left of the Engine Interface, There is now an Animation Tab. In the picture bellow, you can see that each animation is made of one PNG file and one JSON file. The rest is automatic, the Engine read your files and build the Animations. When you obtain the two files generated by Texture Packer, you simply have to copy and paste them in the "/Resource/Animation" directory. Yep, If you have an animation in GiF format, you can unpack it using an online service or with ShoeBox. Well, ShoeBox can unpack SpriteSeets, it can also unpack GIF images. And there come a question : The animation is already packed, how am I going to use it in Texture packer ?. When you search for animations over the internet, most of the time you will find some animation SpriteSheets. But the great thing is that it also allows to Unpack Spritesheets. What is ShoeBox ? ShoeBox also allows to pack image files. The Nero Engine relies on this two files to generate animations. When you use Texture Packer to pack your animation, you obtain two files. It's a tool that let you pack several images in one Spritesheet. In order to simplify Animations management the Nero Engine relies on other tools.
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