Ultimate Amiga

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1]   Go Down

Author Topic: Object Ed. animation section  (Read 5345 times)

0 Members and 3 Guests are viewing this topic.

Brick Nash

  • A600
  • *
  • Karma: 0
  • Offline Offline
  • Gender: Male
  • Posts: 83
  • Generic Amiga User
Object Ed. animation section
« on: May 30, 2016, 04:55:42 PM »

I was loading some images into the object editor and I found the animation preview which is really cool but the way I selected the frames looks a little jerky and it's hard to judge the movement just by the importing select method.

Is there a way to grab and shift the individual frames while the animation is playing? It would make the movement a lot smoother if I could see where the frames fell as it moved and then shifted them accordingly but I can't see any tools at all in the animation section and it looks just like a preview and nothing else.

Thanks. I can't seem to find a section on the object Ed. in the manual so I'm sort of pressing and guessing.

I'm not sure if there is a selection tool in the main editor either. It seems if you want to shift an image a bit to the left or right you need to cut copy it then stick it down then paint over the leftover parts.

If I'm missing something then I'd appreciate anyone giving me some enlightenment! :)
Logged

Volvo_0ne

  • A600
  • *
  • Karma: 0
  • Offline Offline
  • Gender: Male
  • Posts: 71
  • A1200 lover
Re: Object Ed. animation section
« Reply #1 on: May 30, 2016, 08:25:07 PM »

I was loading some images into the object editor and I found the animation preview which is really cool but the way I selected the frames looks a little jerky and it's hard to judge the movement just by the importing select method.

1)Is there a way to grab and shift the individual frames while the animation is playing? It would make the movement a lot smoother if I could see where the frames fell as it moved and then shifted them accordingly

2)I'm not sure if there is a selection tool in the main editor either. It seems if you want to shift an image a bit to the left or right you need to cut copy it then stick it down then paint over the leftover parts.


1) If you mean to EDIT frames whilst viewing, then I'm afraid not.

2) If you only want to move the object EG in another frame...
     Black Scissors/select new frame/White Scissors then left click.
     (If the frame is populated then click CLR icon before White Scissors)

Hope this helps

\/|
Logged
Transuranic heavy elements may not be used where there is life.

Brick Nash

  • A600
  • *
  • Karma: 0
  • Offline Offline
  • Gender: Male
  • Posts: 83
  • Generic Amiga User
Re: Object Ed. animation section
« Reply #2 on: May 30, 2016, 08:33:32 PM »

Great thanks. I tried out the scissors method and it works. Shame it can't be done in the animation preview but can't have everything! :)
Logged

Volvo_0ne

  • A600
  • *
  • Karma: 0
  • Offline Offline
  • Gender: Male
  • Posts: 71
  • A1200 lover
Re: Object Ed. animation section
« Reply #3 on: May 30, 2016, 09:22:04 PM »

Great thanks. I tried out the scissors method and it works. Shame it can't be done in the animation preview but can't have everything! :)

There are some other Sprite/Bob editors out there (Aminet), but to be honest I've never tried them.

Maybe you will find something useful to you at http://aminet.net/dev/amos

Hope this helps.

\/|
Logged
Transuranic heavy elements may not be used where there is life.

Hungry Horace

  • Amorphous Blue-Blob Man
  • Site Admin
  • A4000T
  • ******
  • Karma: 307
  • Offline Offline
  • Gender: Male
  • Posts: 3,364
  • Don't forget... Ameboid's need love too!
    • AUW
Re: Object Ed. animation section
« Reply #4 on: June 03, 2016, 06:16:49 PM »

I avoid the bob editor like the plague.

I like to lay out all my sprites on a IFF sprite table, then the first thing my program will do is to load the IFF, 'cut' the bobs out, and place them into a bank.

You basically only need the LOAD IFF command and GET BOB , in the right structure/loops.

Surprisingly easy to do, and allows you do keep Dpaint open in one window, and AMOS open in another, and simply make a quick change (such as shuffling individual frames to make smoother animation)

I have a feeling i have previously posted an example of this on the forum....

edit:  found the post, but the example was for tiles, although the principle is exactly the same:

http://www.ultimateamiga.co.uk/index.php/topic,9788.msg46833.html#msg46833
« Last Edit: June 03, 2016, 06:19:22 PM by Hungry Horace »
Logged
Quote from: KillerGorilla
because winuae is made of code and your amiga is made of stuff

Brick Nash

  • A600
  • *
  • Karma: 0
  • Offline Offline
  • Gender: Male
  • Posts: 83
  • Generic Amiga User
Re: Object Ed. animation section
« Reply #5 on: June 05, 2016, 03:49:18 PM »

I avoid the bob editor like the plague.

I like to lay out all my sprites on a IFF sprite table, then the first thing my program will do is to load the IFF, 'cut' the bobs out, and place them into a bank.

You basically only need the LOAD IFF command and GET BOB , in the right structure/loops.

Surprisingly easy to do, and allows you do keep Dpaint open in one window, and AMOS open in another, and simply make a quick change (such as shuffling individual frames to make smoother animation)

I have a feeling i have previously posted an example of this on the forum....

edit:  found the post, but the example was for tiles, although the principle is exactly the same:

http://www.ultimateamiga.co.uk/index.php/topic,9788.msg46833.html#msg46833

That's really cool. I usually keep my images in a similar sort of table but only if I'm editing in windows in Paint Shop pro. I tried loading the full sprite sheet into PPaint but it ran out of memory. Usually I just take pieces like a walking animation and import that instead of the whole thing.

I think it'd be handy to have because some of my bob images are made up of two or more images that fit together so it'd be nice to have an auto slicer, even to prepare for memory storage.

I don't know how to apply two images to a single bob though....unless it's just two bobs close together?
Logged

Amiten

  • A600
  • *
  • Karma: 1
  • Offline Offline
  • Gender: Male
  • Posts: 128
  • Amos Coder Since 1990
    • Amiten Software
Re: Object Ed. animation section
« Reply #6 on: July 01, 2016, 02:07:10 PM »

Make a equal Square in any bob all prepare in Dpaint first and them save in 320x256 each iff screens with patiente and the objet editor you can grab a nice smooth animation also is posible to write some code to grab automatic any region (squares) of a screen 320x256. Regards

Enviado desde mi SM-N9005 mediante Tapatalk

Logged
AMIGA is a Style of Life
Pages: [1]   Go Up
 

TinyPortal 2.2.2 © 2005-2022