auto-build-animations.html 12 KB

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  86. <section id="automatic-creation-of-the-animations">
  87. <h1>Automatic creation of the animations<a class="headerlink" href="#automatic-creation-of-the-animations" title="Link to this heading"></a></h1>
  88. <p>The most powerful feature of the <a class="reference external" href="../animations-editor/index.html">Animations Editor</a> is the automatic creation of the animations.</p>
  89. <p>It is a process that allows us to create multiple animations by selecting all the frames required by all the animations.</p>
  90. <p>This is how it works:</p>
  91. <ul>
  92. <li><p>Select a couple of frames in the <a class="reference external" href="../workbench/blocks-view.html">Blocks view</a>. If you select a texture map or spritesheet, all their frames will be considered too.</p>
  93. <blockquote>
  94. <div><img alt="Auto build animations." src="../_images/animations-auto-build-1.webp" />
  95. </div></blockquote>
  96. </li>
  97. <li><p>The <strong>Auto Build Animations</strong> section in the <a class="reference external" href="../workbench/inspector-view.html">Inspector view</a> shows a list of animations that can be created. Press the <strong>Build animations</strong> button.</p>
  98. <blockquote>
  99. <div><img alt="Auto build animations." src="../_images/animations-auto-build-2.webp" />
  100. </div></blockquote>
  101. </li>
  102. </ul>
  103. <p>Alternatively, you can drag the frames and drop them into the editor.</p>
  104. <ul>
  105. <li><p>It shows a dialog asking for a prefix to be added to the generated animations. It is optional. This could be needed for disambiguation. For example, if the animations to be added has the names <strong>run</strong>, <strong>walk</strong>, <strong>jump</strong>, you can add a prefix like <strong>player-</strong> or <strong>enemy-</strong>, so the animations will have the names <strong>player-run</strong>, <strong>player-walk</strong>, <strong>player-jump</strong>.</p>
  106. <blockquote>
  107. <div><img alt="Auto build animations." src="../_images/animations-auto-build-3.webp" />
  108. </div></blockquote>
  109. </li>
  110. <li><p>All the animations will be created with the same parameters (<strong>frameRate</strong>, <strong>repeat</strong>, etc…) but you can change them in the <a class="reference external" href="../workbench/inspector-view.html">Inspector view</a>.</p>
  111. <blockquote>
  112. <div><img alt="Auto build animations." src="../_images/animations-auto-build-4.webp" />
  113. </div></blockquote>
  114. </li>
  115. </ul>
  116. <p>The process of grouping the frames by a common prefix is very simple. To get the prefix of a frame, it removes all the non-alpha characters at the end:</p>
  117. <p><strong>Input</strong></p>
  118. <p><code class="docutils literal notranslate"><span class="pre">acorn-1</span></code>
  119. <code class="docutils literal notranslate"><span class="pre">acorn-2</span></code>
  120. <code class="docutils literal notranslate"><span class="pre">acorn-3</span></code>
  121. <code class="docutils literal notranslate"><span class="pre">ant-1</span></code>
  122. <code class="docutils literal notranslate"><span class="pre">ant-2</span></code>
  123. <code class="docutils literal notranslate"><span class="pre">ant-3</span></code>
  124. <code class="docutils literal notranslate"><span class="pre">ant-4</span></code>
  125. <code class="docutils literal notranslate"><span class="pre">ant-5</span></code>
  126. <code class="docutils literal notranslate"><span class="pre">ant-6</span></code></p>
  127. <p><strong>Output</strong></p>
  128. <ul>
  129. <li><p><code class="docutils literal notranslate"><span class="pre">acorn</span></code> animation</p>
  130. <blockquote>
  131. <div><ul class="simple">
  132. <li><p><code class="docutils literal notranslate"><span class="pre">acorn-1</span></code> frame</p></li>
  133. <li><p><code class="docutils literal notranslate"><span class="pre">acorn-2</span></code> frame</p></li>
  134. <li><p><code class="docutils literal notranslate"><span class="pre">acorn-3</span></code> frame</p></li>
  135. </ul>
  136. </div></blockquote>
  137. </li>
  138. <li><p><code class="docutils literal notranslate"><span class="pre">ant</span></code> animation</p>
  139. <blockquote>
  140. <div><ul class="simple">
  141. <li><p><code class="docutils literal notranslate"><span class="pre">ant-2</span></code> frame</p></li>
  142. <li><p><code class="docutils literal notranslate"><span class="pre">ant-3</span></code> frame</p></li>
  143. <li><p><code class="docutils literal notranslate"><span class="pre">ant-4</span></code> frame</p></li>
  144. <li><p><code class="docutils literal notranslate"><span class="pre">ant-5</span></code> frame</p></li>
  145. <li><p><code class="docutils literal notranslate"><span class="pre">ant-6</span></code> frame</p></li>
  146. </ul>
  147. </div></blockquote>
  148. </li>
  149. </ul>
  150. <p>Some texture packing tools include the extension of the images in the name of the frames, for example, <code class="docutils literal notranslate"><span class="pre">ant-1.png</span></code>. It breaks the algorithm of extracting the prefix of a frame. For that reason, it first does the removal of all the image extensions of the frame names, if it is the case. Then <code class="docutils literal notranslate"><span class="pre">ant-1.png</span></code> is converted to <code class="docutils literal notranslate"><span class="pre">ant-1</span></code>, and the prefix will be <code class="docutils literal notranslate"><span class="pre">ant</span></code>.</p>
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