
Does making an "Action" require 'bones'?
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Hauksbee01
- Posts: 49
- Joined: Sun Apr 03, 2016 7:47 am
Does making an "Action" require 'bones'?
I have a gnome-like character that I did years ago and re-found in an portfolio. I want to make him walk across the screen. I imported all six cells twice, but he only makes it half way across. I want to make an Action from this sequence. I've highlighted all the Keys, selected "New Action", named it...but "Insert Reference" remains greyed out. The tutorials I find on YouTube all deal with Bones. Can I make an Action from what I have, or, are Bones a necessity?


Re: Does making an "Action" require 'bones'?
I think you want to use a Switch Layer and loop it.
The easiest way to do this is to use the Import Image Sequence script, which will import the frames, place them in a Switch Layer and automatically keyframe each frame for you automatically. The naming of the frames is important though: any numbers in the image filenames should only be in the frame number at the end; the first part of the name can only contain text, no numbers. There's more info about in the actual script text. It's annoying but that's just how it works.
However, since you've already imported the art to ASP, and because there are only six frames, you may as well complete this in ASP. Just select the six layers and choose Group With Selection from the Layers menu. Next, right-click the Group and convert it to a Switch Layer. Go to frame one, right-click the Switch Layer and choose your first frame. Step to the frame where you want the second drawing to appear, right-click the Switch and select the second drawing. Continue this procedure for each frame in your sequence. Naturally, if you want to do this on two's or three's, you should step the appropriate number of frames before switching the artwork.
Finally, right-click on the last keyframe in your timeline and choose Cycle. The default settings should loop your animation until it hits another keyframe. There's more info about the settings and what they do in the manual.
Hope this helps.
BTW, cute character. Reminds me of Avatar from Wizards.
The easiest way to do this is to use the Import Image Sequence script, which will import the frames, place them in a Switch Layer and automatically keyframe each frame for you automatically. The naming of the frames is important though: any numbers in the image filenames should only be in the frame number at the end; the first part of the name can only contain text, no numbers. There's more info about in the actual script text. It's annoying but that's just how it works.
However, since you've already imported the art to ASP, and because there are only six frames, you may as well complete this in ASP. Just select the six layers and choose Group With Selection from the Layers menu. Next, right-click the Group and convert it to a Switch Layer. Go to frame one, right-click the Switch Layer and choose your first frame. Step to the frame where you want the second drawing to appear, right-click the Switch and select the second drawing. Continue this procedure for each frame in your sequence. Naturally, if you want to do this on two's or three's, you should step the appropriate number of frames before switching the artwork.
Finally, right-click on the last keyframe in your timeline and choose Cycle. The default settings should loop your animation until it hits another keyframe. There's more info about the settings and what they do in the manual.
Hope this helps.
BTW, cute character. Reminds me of Avatar from Wizards.
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D.R. Greenlaw
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Little Green Dog Channel | Greenlaw's Demo Reel Channel
D.R. Greenlaw
Artist/Partner - Little Green Dog
Little Green Dog Channel | Greenlaw's Demo Reel Channel
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Hauksbee01
- Posts: 49
- Joined: Sun Apr 03, 2016 7:47 am
Re: Does making an "Action" require 'bones'?
Thanks, Greenlaw. Your advice is pretty close to what I've already done. (I did not use the Import Image Sequence script. 'Just imported one-by-one, then added a switch layer and inserted the frames) And I've got it set to Cycle: Frames 1-6 and then back again 6-1, on three's. But it only gets me halfway across the background. That's why I was hoping for an Action so I could put two together, end-to-end.
My second thought is to go back to the art folder and duplicate the cells (and re-number) until I have enough to to cover the distance. Then re-import them singly.
My second thought is to go back to the art folder and duplicate the cells (and re-number) until I have enough to to cover the distance. Then re-import them singly.
Re: Does making an "Action" require 'bones'?
That shouldn't be necessary. It sounds like you have the character moving from right to left within image sequence. I would recommend removing the left to right motion (i.e., center the character in the frames so he walks in place.) You shouldn't have to do this in a paint program, just reposition the individual layers in ASP. Use Onion Skinning, if that helps.
Assuming the character is now walking 'in place' and you have the Switch Layer cycle set up properly, the image sequence should loop infinitely until you set a key to stop it the Switch Layer cycle. (You've essentially created a 'sprite'.)
To make the character move across the screen, you should only need to translate the Switch layer from right to left--in other words, go to frame 1 and position the character where you want him to start, then go to the frame where the movement ends and reposition the Switch Layer/character. If you set it up this way, the character can continue to walk as far as you like.
Note that if character's feet slip too noticeably, you may need to adjust the length of the holds or the distance the character travels. This is where creating the animation directly in ASP pays off because it far easier to adjust animation timing with a properly rigged character than it is with a pre-rendered image sequence.
Additionally, it might help to move the Origin (i.e, pivot point,) of the Switch Layer at the feet of the character. This will make it easier to line the character up with and follow uneven terrain.
There's still more you can add to enhance the animation but this should get you started.
Hope this helps.
Assuming the character is now walking 'in place' and you have the Switch Layer cycle set up properly, the image sequence should loop infinitely until you set a key to stop it the Switch Layer cycle. (You've essentially created a 'sprite'.)
To make the character move across the screen, you should only need to translate the Switch layer from right to left--in other words, go to frame 1 and position the character where you want him to start, then go to the frame where the movement ends and reposition the Switch Layer/character. If you set it up this way, the character can continue to walk as far as you like.
Note that if character's feet slip too noticeably, you may need to adjust the length of the holds or the distance the character travels. This is where creating the animation directly in ASP pays off because it far easier to adjust animation timing with a properly rigged character than it is with a pre-rendered image sequence.
Additionally, it might help to move the Origin (i.e, pivot point,) of the Switch Layer at the feet of the character. This will make it easier to line the character up with and follow uneven terrain.
There's still more you can add to enhance the animation but this should get you started.
Hope this helps.
NEW! Visit our Little Green Dog Channel on YouTube!
D.R. Greenlaw
Artist/Partner - Little Green Dog
Little Green Dog Channel | Greenlaw's Demo Reel Channel
D.R. Greenlaw
Artist/Partner - Little Green Dog
Little Green Dog Channel | Greenlaw's Demo Reel Channel
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Hauksbee01
- Posts: 49
- Joined: Sun Apr 03, 2016 7:47 am
Re: Does making an "Action" require 'bones'?
Thanks Greenlaw...that's a very clever solution. I'll give it a shot. Before I saw it, I had gone ahead and replicated the six frames six times over, re-numbered and positioned them sequentially across the stage. 'Took 31 to go the distance. 'Put them all in a Switch Layer, and moved the Scrubber forward in 3's, and one-by-one, made Key Frames for each one. It almost worked. He walked fine for the first 1/3 of the distance, then jumped wildly all over the place, then walked off in the last 1/3. I have no idea what happened, but, making him walk one cycle and translating the frame is definitely the way to go.
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Hauksbee01
- Posts: 49
- Joined: Sun Apr 03, 2016 7:47 am
Re: Does making an "Action" require 'bones'?
Well...I'm partly there. I moved the Switch Layer, and the Origin Point. If I step through the animation, Key Frame by Key Frame, he moves fine. But if I just move the Scrubber from Frame 1 to Frame 47, he bounces all over the place. Here's a Dropbox link to the animation. I need a more experienced set of eyes. Thanks.
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https://www.dropbox.com/s/ow61yik4yljsl ... .anme?dl=0
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https://www.dropbox.com/s/ow61yik4yljsl ... .anme?dl=0
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Hauksbee01
- Posts: 49
- Joined: Sun Apr 03, 2016 7:47 am