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Thread: Animation editor manual

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    Animation editor manual

    Is there a manual or such for the animation editor?
    Can't find anything about it in the regular help.

    I would like to know what to do with all those items at the left bottom.
    Walking
    Running
    Bounce
    etc
    etc

    When I click on it, I can put something new in it, but i don't understand what the difference is
    it does whatever I draw in there when I play it..
    So I am clueless.

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    MMF basically plays those animations, MMF ties those animations in to the movement type.

    for example (although this doesn't tie in to movement)
    if you create an animation against the appearing animation then the runtime will automatically play the appearing animation when the object is created in the frame.

    Same for bounce when the jump button is pressed, walking when the active reaches a certain speed etc, stopped is the default animation or when the active is "Stopped"

    So yea they're basically a list of default animations.

    You can overide the automation by selecting an animation to play on an event.

    Hope that helps.

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    Google gave me http://www.clickteam.com/creation_materials/tutorials/download/Animations.pdf

    Its for fusion but the animation/sprite editor is pretty much the same as far as how to use it goes

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    Thanks.

    So those items on the left side, is just a category you can place your drawings in
    it doesn't do it for you.

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    You're welcome

    Yea you're correct, its a list of default animations available to edit, next is the direction and next to that is the frames, when the animation plays it cycles through the frames which you can loop and set the speed in the tab just above the frames box

    You can add new animations by right clicking in the white space of the list where you can also clear the animation of directions and frames (delete) and rename and copy and paste.

    you would place your drawings in each direction so mmf knows what picture to display when the active object is in whichever direction

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    Hmm? I didn't see anything in those default animations ?

    Maybe I did something wrong..
    When I have the main board I did an insert object and animated something..

    Then I had a green.blue sphere which I deleted and just put in a square (which was really tiny btw 42x42) But I guess
    I can make it a lot biggger..
    When I selected on of those other items, it had 0 frames in it.
    Guess I can try when I get home, when I don't delete that green/blue sphere thingy and see if there is something in the other ones.

    Guess I don't understand *yet*

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    ah those default animations are empty for you to fill with what you would like to be displayed when the runtime meets certain criteria, ie creating the object or making it jump or destroying it etc.

    When they're blank MMF finds the closest match to that animation and plays that, if you only have a sprite in the stopped animation it defaults to that as it is the only 'filled' animation.

    Don't give up you'll figure it out, i can't show you in a picture as im not near my dev computer.

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    http://www.lb-stuff.com/MMF2/Animation_Editor.png

    In that example only the stopped animation has 2 frames for the object facing the right direction (direction 0, angle 270)
    Maybe this will help - http://www.youtube.com/watch?v=3MXI5yVW0ww

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    Thank you

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