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Now that we have loaded an
image which in fact contains an array of multiple sprites, or small
images, we can use another plugin, which comes standard with PD Pro.
That plugin will extract the images from the sprite sheet and load them
into a custom brush. The Brush Keyframer will then be used to render
that brush into a new animation.
First, let's make sure we see the whole sprite sheet, not just parts of
it. If the individual small sprites are fairly large, such as 256x256
or larger each, then it would be easy for the sheet to reach 2048x2048
pixels or more when you have dozens of frames. A collection of 16
sprites at 256x256 each would fit in a 1024x1024 array, 4x4 sprites. If
you're on a screen resolution of 1024x768, only parts of the images
will show unless you zoom out.
Zoom out or force a zoom
fit to window - Use F4.
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Now return to the k)iller plugins panel
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This plugin will create a
custom brush containing the various sprites found in the currently
loaded sprite sheet, so we should expect to find it in the Brush tab.
Select the Brush tab, and
launch the plugin called ArrayToAnimatedBrush_pb.exe
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In our example, we have 4
rows of up to 5 sprites, or image cells.
The maximum number of sprites in such an array would be 20, but we know
that in this example we have two cells which remain black, unused. We
have 18 images in all.
Enter these values, then
click OK
Oh, ust for grins, let's say we entered 19 instead of 18 for the total
images. This of course will add one black sprite to the end of
animated custom brush.
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This just created a custom
brush with 19 sprites. Let's be sure to store it with the menu:
Brush > Store /
manage...
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The brush manager window
has an option at the bottom to let you show its content as a filmstrip.
You can resize the window of that filmstrip to see them bigger, or
smaller to see more or all of the sprites it contains.
You can also scrub through the set of images with the slider.
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Since we intentionally
caused 19 instead of 18 image sprites to be copied to the brush, a
black cell should be in the set. We can easily see this, by adding one
more cell. Click the 'Add frame' button.
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The additional frame is
added after the last, black cell.
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Now that we see this,
let's click 'Delete frame' twice, to remove the one we just added, and
the black cell.
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If we want to make the
brush larger, use the menu:
Brush > Resample...
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Actually, we don't to
change the size of the brush. What we want
instead is to make a new animation, which will be the same dimensions
as the brush. So, we can use the Resample function just to verify the
current brush size.
Of course we could also do a little math: If the sprite sheet was in a
600-pixel wide picture, and it contained 5 columns of equal width, then
600/5=120 pixels for each sprite width.
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Now that we know what
dimension our new animation will have, use the File>New menu to
create a new image of that size, or resample the current image to the
new size.
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Enter the dimension of the
animation's image.
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If we still had that
original sprite sheet at this time, then it will appear at the new,
smaller size.
Of course we don't want or need this anymore, so clear it to blank,
white or whatever. Or just leave it alone. We'll soon use the Brush
Keyframer to override the images of the animation with the brush's
frames.
But before we can do that, we need to actuaqlly create an animation.
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Use the menu:
Animation > Create...
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We'll need at least 18
frames, but it's ok to enter more, and kill a few unneeded ones later.
If you don't care to copy that small sprite sheet anymore, you can have
the frames cleared to the secondary color as they're created.
Again, it really doesn't matter, since the Brushkeyframer is about to
replace the frames with what the brush contains.
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Be sure that the correct
animated brush is selected. Click the thumbnail in the brush manager.
Make sure there's no scaling or transforms applied through the brush
manager. Click Reset if necessary.
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Now we're good to go with
the menu:
Brush keyframer...
The Brush keyframer is an important and powerful
tool for animators. You can use it to position the image from the brush
at one place for a given time, and at a different place later on along
the timeline. You can keyframe the positions (and other things like
opacity, rotation angle and scale), and then render the progression of
the brush.
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Click 'Get Brush'.
The custom animated brush now appears in the Keyframer preview.
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Use the slider at the
bottom of the keyframer, to scrub through the animation. You will see
our handyman walk. |
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Select the desired Mode if
different from the default (which is Opaque).
Then click Render.
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The animation toolbar now shows again the walk sequence, as rendered
from the animated brush containing the sprites, through the brush
keyframer.
However, we have a few too many frames at the end, since we had
allocated space for 20 frames, but only 18 were needed for one cycle of
all sprites.
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Click the last frame in
the animation toolbar, and delete it, then again. That will get rid of
the two excess frames at the end.
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When the animation is
completed, we can save it to image sequences, or AVI, or back again in
the animation plugins, using the Export to AnimGif utility.
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You can specify a
global delay for each frame of the animated Gif.
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That's it, now it's time
to have fun and paint ith the newy created brush. Here's an example
where the size of the brush varies with the speed at which the mouse
moves. We've painted it over the original sprite sheet, after reducing
its contrast and making it lighter.
< click to
enlarge
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