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Let's Start - go to
the Plugins panel, for examle from the Window menu, or hit "k" for killer plugins
Note that it you don't have a Lua tab on your plugins panel, it's
likely because you didn't install the optional Lua scripting plugins.
We will go back to this plugin later, and use a plugin from the Brush
category. Right now, we'll look for Paul
Wyskowsky's animation plugins:
Select the Miscellaneous
plugins (Misc) tab.
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Find the name of your
version of Paul Wyskomsky's animation plugins. In this example, we used
a time-limited Beta 5.
Double-click the plugin to launch it.
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To start, load an
animation, perhaps as an image sequence from the Animation of PD Pro,
or from an AVI file.
Or, since we've just launched Paul's plugin, let's use it to load an
animated Gif into PD Pro.
You can do this from the File menu in the plugin, or you can find the
Import AnimGif option in the Utilities category.
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If you need a sample animation to practice along
with this tutorial, here's a short animation as an animated Gif of a
handyman/contractor, created in Project Dogwaffle a while back,
courtesy of Dale Hemenway at Dalemation
Studios
PD Pro will show the Animation toolbar after you load an animation,
whether from AVI, image sequence or animaged Gif as in this example.
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Use the Options menu of
the Animation toolbar to display the Filmstrip.
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Use the bottom slider to
scrub through the frames. When you're at the first (left-most) frame,
notice the Frame number in the main window: Frame 0
When you're at the right-most position, the last frame, notice the
frame number: Frame 17 in this case.
With that we determine that there are 18 frames in this animation.
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We're almost done.
Double-click the tool in the Utilities section of Paul
Wyskowsky's animation plugin:
Anim to Sprite Sheet
Use the 'Save Undo?' option.
As a reminder, it also shows the number of frames found: 18
This will easily fit into a sprite sheet of a 20-frame case, i.e. a 5x4
layout: 5 columns and 4 rows. A few sprites (two) will be left unused
since we don't have 20 frames, we have ust 18.
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Click 'Apply' and youre
done. The frames of the animation have been extracted into a single,
large sheet.
That's it, the animation is gone, even though the animation toolbar
might still be visible. (close it).
The frames are all showing neatly in the single image which you can now
save to Tiff, BMP, Targa or whatever image format you need for use in
Gamemaker, ParticleGen or other tools for your game development.
This can also be used as a technique to assemble multiple images into a
picture which you can then use in other popular image and paint tools
that support image hoses or tubes.
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In the next part, we'll do the oposite: extract the smaller frames from
the large Sprite Sheet back into an animation, by way of the custom
brush system.
this is Part 1: from
animation to Sprite Sheet
- on to Part 2: from Sprite
sheet to animation |
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