(Last Updated: November 29, 2018)What is Sprite Sheet?
- Core Animator 1 5 2 – Create Stunning Animations Photoshop Cs2
- Core Animator 1 5 2 – Create Stunning Animations Photoshop Cs6
In this tutorial, we’ll talk about what sprite sheet animation is and how to create it in Saola Animate – a powerful yet simple HTML5 animation tool.
These addition have really upped Photoshop’s game. Especially very useful if you don’t want to spend time learning a new application. Build on the layer and draw animations by adding extra effects to bring your image to life with just a few mouse clicks. Create animation in Photoshop for some amazing effects. In part 1 of our 5 part series we'll learn how to create a basic looping GIF using Photoshop. In part 1 of our 5 part series we'll learn how to create a basic looping GIF using Photoshop. DP Animation Maker allows you to create simple but nice animated presentations. It is always a good idea to take a look at the examples provided and get a general idea of what the program can do. The application has an intuitive graphic interface that will pose no difficulty to the standard user. Core Animator gives you simple visual tools to create stunning animations. You focus on the best ways to bring your apps to life and we’ll take care of the Swift or Obj-C code for you. Your creations will run beautifully using Apple’s native frameworks. Every app deserves animation. Now, it’s simple to implement.
This tutorial covers:
What is Sprite Sheet?
A sprite sheet consists of multiple frames (also sprites) in one image. In other words, sprite sheets pack multiple sprites into a single picture. Using sprite sheet, you create sprite sheet animation representing one or several animation sequences while only loading a single file. Sprite sheet animation changes which frame/sprite is rendered in quick succession to give the illusion of movement.
Creating Sprite Sheet Animation
Saola Animate offers two modes to help you create sprite sheet animation from images. Perform the following:
Step 1: Select an image element.
Step 2: Click the Properties pane > Image section > Create Sprite Sheet. This opens the Define Sprite Tiles dialog where you can define frames/sprites.
Step 3: In the dialog, choose either of the two modes:
- Select Default Sprite to generate frames automatically. Use this mode when your sprite sheet has uniform sized frames. Specifically, the frames are of equal dimensions and the padding between them is uniform.
- Select Custom Sprite to generate frames manually. Use this mode when your sprite sheet has non-uniform sized frames.
Generating Frames Automatically
The Default Sprite mode (1) allows you to define the rows and columns for your sprite sheet animation. Do the following:
- Specify the Number of Rows and Number of Columns. Then, in the preview window (2), each frame is outlined by a red rectangle.
- Specify the trimming options, including Sprite Sheet Margins and Padding between Sprites.
- Specify the Animation Duration of each frame in milliseconds or at FPS. By default, animation plays at 24 FPS.
- Click the Play Animation button (3) to preview animation in the preview window. Then, click the Stop Animation button (4) to pause the preview.
- Click OK to create frames.
Saola Animate makes sprite sheet animation by animating the image’s background x and background y properties. The animation appears on the timeline as follows:
Generating Frames Manually
If the frames in the sprite sheet are of different sizes, use the Custom Sprite mode (5) to manually define them. Do the following:
- Click the Add Frame button (6) to add a frame. Immediately, a red frame rectangle (7) appears in the preview window.
- To define the frame size, either drag and resize the frame rectangle in the preview window or specify the frame’s position (X, Y) and size (Width, Height) in text boxes.
- Specify the Animation Duration of each frame in milliseconds or at FPS. By default, animation plays at 24 FPS.
- Click the Remove Frame button (8) to remove a selected frame.
- Click the Play Animation button to preview animation in the preview window. Then, click the Stop Animation button to pause the preview.
- Click OK to create frames.
So you’ve learned the ways to create sprite sheet animation in Saola Animate. Try Saola Animate today to make stunning HTML5 animation and interactive content.
Core Animator 1 5 2 – Create Stunning Animations Photoshop Cs2
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Core Animator is helping iOS and Mac developers create stunning animations using simple visual tools. They can focus on creating animations and Core Animator will take care of the Objective-C or Swift code. Here is our interview with Jason Smith from Core Animator’s team:
Q: What is Core Animator?
A: Core Animator is a simple visual tool for creating animations on iOS and Mac. It allows designers, animators, and developers to create fun and engaging animations, and export them to native Swift or Objective-C code. It’s a keyframe based animation tool that allows control over position, scale, rotation, and other properties along a timeline. During export, these keyframes are translated directly to Core Animation code. Once in an app, each animation can be kicked off with just a single line of code.
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Q: What is under the hood? Tell us something more about the technology behind Core Animator?
A: If we take a peek under the hood, we’ll see that Core Animator is written entirely in Objective-C. The use of 3rd party frameworks is extremely limited. Commander one pro 2 4 1.
The application is basically segmented into two separate, yet dependent parts. The model stores information for each property of each element across a timeline. The canvas is responsible for visualizing this information and allowing the user to change it. As the user manipulates elements on the canvas, keyframes are automatically generated and property information stored in the model. During export, this information is used to generate the resulting code file.
Q: What was technically the most challenging part of developing it?
A: As in all software development, there were problems to solve throughout the entire development process. The model went through several iterations. The UI changed over time. Feauteres were added and removed. Bugs, once fixed, resurfaced.
However, the most challenging aspect has probably been keeping the canvas in sync with the timeline. This is a critical component to get right. As a user scrubs through their animation, it needs to look, both exacty as they created it too look, as well as exactly as it will show up on the device. In addition, it must be performant. There simply cannot be a delay for the canvas to update while interacting with the time slider.
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Q: Do you have any new features in the pipeline? What are your plans?
A: We are very excited by the wonderful reception that Core Animator has received. We have gotten a lot of feedback and have been adding much of it to our development schedule. I can’t talk about all of the upcoming new features, but some of them include: 3x image support, movie file export, and Xamarin support. The latter two were not on our schedule prior to shipping the product and came from user feedback.
The future of the product is bright. Fotojet designer 1 1 8. We are excited to continue to develop it actively and our users can expect many updates to come.
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Q: What’s the coolest use of Core Animator you’ve seen until now?
A: The product has only been out for a couple of weeks, but it’s great to see how people are using it. We’ve heard of individuals using it as a prototypeing tool, which is really cool. Others are creating animated UI controls with it, which we love. There is also a fantastic user-made Swift game tutorial using Core Animator on YouTube. Honestly, the reception has been phenomenal, and we are loving everything that we’re seeing done with Core Animator.
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