How to handle animations?

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amyren
Posts: 429
Joined: Thu May 02, 2019 11:53 am

How to handle animations?

Post by amyren »

I've been browsing the anim library commands in the help documentation.
There is the BeginAnimStream command that lets you make a new anim file and add frames to it.
And the CreateAnim command which also makes a new anim file from a single brush
But how to add more frames to that anim file later?
Same if I load an animation file with LoadAnim, is there a way to edit (overwrite a frame) or to add new frames from a brush into it?
plouf
Posts: 689
Joined: Sun Feb 04, 2018 11:51 pm
Location: Athens,Greece

Re: How to handle animations?

Post by plouf »

ModifyAnimFrames() can add or remove frames

If you load anim tou need to create a new anim and apppend frame by frame there..
Christos
amyren
Posts: 429
Joined: Thu May 02, 2019 11:53 am

Re: How to handle animations?

Post by amyren »

I did read about ModifyAnimFrames() in the docs.
Although it can expand or shrink the number of frames it does not mention how to put content (eg. a brush) into the new frame you added.
To be honest I have a hard time seeing the point of adding frames to an anim if its just empty frames.
plouf
Posts: 689
Joined: Sun Feb 04, 2018 11:51 pm
Location: Athens,Greece

Re: How to handle animations?

Post by plouf »

i see your point, a function like AnimFrameFromBrush() would make sense to modify existing frames

btw jsut to point that CreateAnim() creates whole anims (all frames) from brush not just a single frame
here an example

Code: Select all

CreateBrush(1,200,20,#GREEN) ; Create a sprite sequence "old style"
SelectBrush(1)
For i=0 To 9
TextOut(i*20+5,5,i)
Next 
EndSelect()

DisplayBrush(1,1,1)          ; see it live how it looks
Wait(100)
Cls(#BLACK)
	
CreateAnim(1,1,20,20,10,10)  ; create an anim from that "tape"
For i=1 To 10
	DisplayAnimFrame(1,1,1,i)   ; lets see it 
	Wait(50)
Next
so you can load frame by frame to a big brush, then create a BeginAnimStream() to save your "brushes" to disk in your order
definitely not convient !
Christos
amyren
Posts: 429
Joined: Thu May 02, 2019 11:53 am

Re: How to handle animations?

Post by amyren »

Similar to my thoughts, I was thinking since you have LoadAnimFrame() it would be nice to have SaveAnimFrame() as well.
Perhaps AnimFrameFromBrush() describes its purpose better.
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