![]() ![]() Note that without the pro version, the excesses will not be cropping, and will calculate in the games as Alpha pixels & premultiplied alpha, which can affect the performance of your GPU. It will automatically split your animations to allow them to function in the games without this excesses frames alpha pixel. This is not mandatory, but you may have difficulty compensating for the difference if you change the Anchor during the game for a specific animation.ĭo not worry, TexturePackers pro, will offset the exeed of your animation sheet. If you have animation that requires great movement, make sure that the width is the same for each separate animation. Once you have finished your RIG, make sure that before exporting your PNG sequences, each separate animation starts at the same position XY from 0 frame. I suggest adobe AfterEffectsor spriterPro. Note: motionContexts will be assessed in the order in which you have them registered.ĪddMotionContext_Linear (motion,motionCall,frames,luck) ◆ġ: Open your favorite software to make animations. If a context evaluation return false, the register will continue evaluation to the to next motionContext registered.Įlse it will break register if context return true. to make a loading scenes with huge and heavy animation.ĪddMotionContext are the most powerful method from all animationControler modules. If the rmmv scene update lag or flicking, the animation will not affected because its will be managed by the GPU. Theses phases, are also unsynchronize to rmmv update, and apply in a PIXI.TIKER. The majority of these contexts are executed during a phase of evaluation of a motions frames and textures updates. ↓see list of predefined context↓, allow to register a motionContext evaluation make a live your animation and her motions. PixiSSA.getAnimationControler_Pictures(id).delete(true) // with true, deep remove and destroy obj Legend: green:finish yellow:available partially red:todoĪllow to global access to the plugin, also for initialise and create animated obj game. Note: all ID are use for picture Actor, Events * easy search event animated with the new rmmv event name search in sofware.* Context of direction that supports the directions if needed.* Creating and managing infinite layer to easily manage the z-index like UNITY do.* Preloading and caching at game start to optimize performance.* Adds predefined or custom motionContext to make your animation live. ![]() * Addition of several motions in an animate Object.* Replace Events with Object animate and full support in the eventEditor.* Replace the hero and follower with an animated object.* Activation / deactivation of a animation module.* Settings available in the pluginManager.P.S. The new documentation manager is super awesome appreciated! Finding what I'm searching for doesn't feel like such a lost cause anymore.For the moment, the plugin allows the following functionality. Nor does the "pauseAll" method?Ĥ) Is there a hard limit to how many frames can be used for an animation or a maximum spritesheet size that engine will take? I noticed the closer I got to a 4000x4000 spritesheet it seemed like the engine was just like "WHOA-THAT'S TOO MUCH!" and I started getting errors regarding frame generation by the engine. It just loops endlessly regardless of it's value.ģ) Also, the "paused" attribute does nothing when set to "true". Can't seem to do this.with ANY animations. Help would be appreciated if I'm doing something wrong here.Ģ) The "repeat" attribute from the AnimationConfig does not function as indicated in the documentation-in fact it doesn't seem to do really anything? I've been trying to get a death animation to play and simply stop, once the animation has finished firing one time. The fix I found for this is to simply pack all the sprites into a massive spritesheet and just ignore atlas' with multi-packing. When rendering spritesheets and JSON files generated by TexturePacker for Phaser 3 I learned the following things:ġ.) Rotation MUST be set to true when using Multi-packs-Maybe I'm still too noob to understand why this is a thing but is there currently no way for us to use a JSON file with a spritesheet without setting rotation to true when using multi-packs?ġ.a) When multi-packing and rotation are enabled all sprites that were rotated to generate the sheet are ignored in the animation that fires-literally there's jumps in the animations. Been testing Phaser 3 with TexturePacker recently (says it supports Phaser 3 which supports multi-packing and rotation). ![]()
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