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Animations in RPG in a Box are created in the Voxel Editor using a frame-by-frame method, similar to the way you'd create a stop motion animation out of LEGO bricks or a flip book by drawing a sequence of images on a stack of paper. When an animation is played, only one frame is displayed at a time, giving the illusion of movement.
There are several settings that can adjusted for an animation, each of which will affect its behavior when played. These are configured when defining a new animation for a model from the Voxel Editor animation toolbar or from the Model Properties panel for an existing animation. Each setting is described briefly in the table below.
Setting | Description |
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Name | Name of the animation. This name can be referenced by scripting functions (for example, the Play Animation function), and is also used to configure a predefined animation like “walk” or “idle”. |
Start Frame | Frame at which the animation will begin. If the animation has a type of “Loop”, this is the frame that will be returned to after the last frame is played. |
End Frame | Frame at which the the animation will either stop (for example, with a type of “Once”) or where a new loop will start (for example, with a type of “Loop”). |
Type | Determines the looping behavior of the animation, for example if its played only once or loops forever. See Animation Types for an explanation of each supported type. |
Speed | Speed at which the animation will play. This value is measured in frames per second. |
Duration | Informational field to display the animation's length in seconds (or one cycle, in the case of repeating types “Loop” and “Ping Pong”). |