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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.

NameName 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 FrameFrame 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 FrameFrame 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”).
TypeDetermines 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.
SpeedSpeed at which the animation will play. This value is measured in frames per second.
DurationInformational field to display the animation's length in seconds (or one cycle, in the case of repeating types “Loop” and “Ping Pong”).
animation.txt · Last modified: 2017/09/01 09:17 by justin