Character Creation / Character Set Editing / Character Set Animation Sequences | |
To edit a character set's animation sequences, select the Animation Sequences tab in the Character Sets Window. The Animation Sequences tab contains various controls, including list boxes filed with the character set's various animation sequences and frames, image wells displaying the selected frame, and fields for entering numerical properties. Each of these controls is explained below. For more information, refer to the the Additional Notes part of the Player Set Animation Sequences section, which is applicable to the topic of character set animation as well. |
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Sequences List Box |
The Sequences list box contains a listing of the selected character set's animation sequences. The frames belonging to the selected sequence appear in the Frames list box directly to the right. A complete character set with Advanced Sequence Detail contains over 80 animation sequences. These sequences show the character aiming, moving, and attacking in eight directions, as well as falling, dying, climbing, and transferring from one action to another. An overview of the Character Set sequences follows. Note that if the selected character set's Sequence Detail is set to Standard or Simplified, fewer animation sequences will be listed. Likewise, if the Mirror Left Frames checkbox is checked, certain animation sequences will be removed from the character set. Aiming Down Sequences These animation sequences show the character aiming downwards while standing and accelerating: Aim Down Facing Left Aim Down Facing Right Aim Down Left Aim Down Right Aim DownLeft Accel Aim DownRight Accel Aiming Left Sequences These animation sequences show the character aiming to the left while standing, accelerating, and falling: Aim Left Aim Left Accel Aim Left Dead Aim Left Dying Aim Left Falling Back Aim Left Falling Dying Aiming Right Sequences These animation sequences show the character aiming to the right while standing. accelerating, and falling: Aim Right Aim Right Accel Aim Right Dead Aim Right Dying Aim Right Falling Back Aim Right Falling Dying Aiming Up Sequences These animation sequences show the character aiming upwards while standing and accelerating: Aim Up Facing Left Aim Up Facing Right Aim Up Left Aim Up Right Aim UpLeft Accel Aim UpRight Accel Attacking Sequences These animation sequences show the character attacking while aiming in various directions. Some attack animation sequences show the character running; others show the character in a stationary attack position: Attack Down Facing Left Attack Down Facing Right Attack Down Left Attack Down Right Attack DownLeft Accel Attack DownRight Accel Attack Left Attack Left Accel Attack Right Attack Right Accel Attack Up Facing Left Attack Up Facing Right Attack Up Left Attack Up Right Attack UpLeft Accel Attack UpRight Accel Descending While Aiming Left Sequences These animation sequences show the character descending through the air while aiming to the left: Descend Left Aim Down Descend Left Aim DownLeft Descend Left Aim Left Descend Left Aim Up Descend Left Aim UpLeft Descend Left Attack DnLt Descend Left Attack Down Descend Left Attack Left Descend Left Attack Up Descend Left Attack UpLt Descending While Aiming Right Sequences These animation sequences show the character descending through the air while aiming to the right: Descend Right Aim Down Descend Right Aim DownRt Descend Right Aim Right Descend Right Aim Up Descend Right Aim UpRt Descend Right Attack DnRt Descend Right Attack Down Descend Right Attack Rt Descend Right Attack Up Descend Right Attack UpRt Jumping While Aiming Left Sequences These animation sequences show the character jumping upwards while aiming to the left: Jump Left Aim Down Jump Left Aim DownLeft Jump Left Aim Left Jump Left Aim Up Jump Left Aim UpLeft Jump Left Attack DnLt Jump Left Attack Down Jump Left Attack Left Jump Left Attack Up Jump Left Attack UpLt Jump Left Falling Back Jumping While Aiming Right Sequences These animation sequences show the character jumping upwards while aiming to the right: Jump Right Aim Down Jump Right Aim DownRt Jump Right Aim Right Jump Right Aim Up Jump Right Aim UpRt Jump Right Attack DnRt Jump Right Attack Down Jump Right Attack Right Jump Right Attack Up Jump Right Attack UpRt Jump Right Falling Back Miscellaneous These animation sequences show the character completing miscellaneous actions. The transitional frames collection contains frames that are used to transfer from one action to another: Climbing Transitional Frames |
Frame Editing Controls |
The Frames List Box, combined with the Image and Mask wells and the Add Frame, Remove Frame, and Generate Mask buttons, comprise the frame editing controls. For more information on using these kinds of controls, see the Using Image Wells part of the Common Production Tasks section. |
Sequence Detail Radio Buttons |
Determines the number of animation sequences used by the selected character set. There are three sequence detail levels: Simplified: Simplifies the collection of animation sequences, resulting in fewer frames and less memory usage. This setting is appropriate for inanimate characters that never change their appearance. Normal: Standardizes the collection of animation sequences. This setting is appropriate for characters that run, jump, and attack. Advanced: Adds extra animation sequences to the character. This setting is best for characters that must complete a wider variety of actions, including aiming and attacking at diagonal angles. |
Mirror Left Frames Checkbox |
Determines whether the frames showing the character facing to the left will be mirrored to create the frames showing the character facing to the right. This option reduces the number of character animation frames, improves game loading performance, and saves memory, but disallows asymmetry within the character sprite. |
Projectile and Shell Casing Origin Controls |
These controls are used to determine the initial location of projectiles and Shell Casings in relation to the position of the character's sprite. Each attacking sequence has its own projectile and shell casing origin. The projectile and shell casing origin points are indicated on the picture in the Image well as small blue and gray squares. As an alternative to entering values in the projectile and shell casing origin fields, these squares may be dragged into the desired positions. |
Attack Frame Field |
Determines which frame of each animation sequence of the selected type coincides with the firing of the projectile. Different Attack Frame values can be assigned to standing sttack sequences, running attack sequences, and jumping attack sequences. This field is only visible when an attacking animation sequence is selected. |
Stopping Offset Field |
When a character stops walking forward, his sprite is shifted this many pixels forward to compensate for the apparent backward shift that results from the anchoring of the character's origin to his back side, an effect that occurs if his sprite is not as wide when standing still as when walking. |
Animation Loops Checkbox |
Determines whether the selected animation sequence loops when complete. If this box is not checked, the sequence will play through to its end and then remain on the last frame. This option only applies to standing and jumping animation sequences. |