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.
|Name||Name of the animation. This name is case-sensitive and 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”).|
|Randomize Start||When enabled, the animation will begin on a random frame between the start frame and the end frame. This is useful for when you want multiple instances of the same object or tile to start their default animations at different times, for example to make a set of animated torches or water tiles appear more natural and random.|
|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.|
|Sound Effect||Sound effect that will be played when the animation is first triggered, for example a door opening sound effect for a door's “open” animation.|
|Duration||Informational field to display the animation's length in seconds (or one cycle, in the case of repeating types “Loop” and “Ping Pong”). The clipboard button () can be pressed to copy the length value, for example to paste into a Wait scripting function.|