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Basically, the user should have the option to specify how many frames each part of the animation takes.
In this example image, frame # 1 is visible for 1 frame, frame # 2 is visible for 15 frames, and frame # 3 is also visible for 15 frames.
Describe implementation detail for your proposal (in code), if possible:
I dunno how you'd implement it but it can't be that hard if you already have the animation FPS setting.
If this enhancement will not be used often, can it be worked around with a few lines of script?:
Perhaps allow users to override these individual frame speeds with the old FPS system.
Is there a reason why this should be core and not an add-on in the asset library?:
It would make 2D animations in godot considerably more flexible and powerful. Not to mention it just makes sense to do it. Forcing all animations to have homogeneous FPS for each of their frames means users have to hack their way around this system if they want something different.
The text was updated successfully, but these errors were encountered:
This may be nitpicking but could you include that you're talking about AnimatedSprite in the post?
I first thought you were using an AnimationPlayer node. That's why I was a little confused since it's easily adjustable in its settings.
Imo this would be a nice feature. As for the implementation, a possible solution would be something like Save as Animation. It would not add the proposal per se but it would give you a lot more control over the animations. You can add other tracks which are synced with the sprite etc.
nuke-haus
changed the title
Adjust Speed Of Individual 2D Animation Frames
Adjust Speed Of Individual 2D Animation Frames On AnimatedSprites
Sep 22, 2019
nuke-haus
changed the title
Adjust Speed Of Individual 2D Animation Frames On AnimatedSprites
Adjust Speed Of Individual Animation Frames On AnimatedSprites
Sep 22, 2019
nuke-haus
changed the title
Adjust Speed Of Individual Animation Frames On AnimatedSprites
Adjust Speed Of Individual Frames On AnimatedSprites
Sep 22, 2019
Calinou
changed the title
Adjust Speed Of Individual Frames On AnimatedSprites
Add a way to adjust the speed of individual frames on AnimatedSprites
May 6, 2020
Found a way to work around this by using the Animation Player node and animating the 'frame' value as well as the 'animation' value to set what animation to play. This allows to adjust the timings per frame. Still would love for this to be built in though!
Describe the project you are working on:
2D game with heavy reliance on animations
Describe how this feature / enhancement will help your project:
Some of my animations don't look that fantastic when every frame has identical speed.
Show a mock up screenshots/video or a flow diagram explaining how your proposal will work:
EXAMPLE: https://i.imgur.com/vd1uJE3.png
Basically, the user should have the option to specify how many frames each part of the animation takes.
In this example image, frame # 1 is visible for 1 frame, frame # 2 is visible for 15 frames, and frame # 3 is also visible for 15 frames.
Describe implementation detail for your proposal (in code), if possible:
I dunno how you'd implement it but it can't be that hard if you already have the animation FPS setting.
If this enhancement will not be used often, can it be worked around with a few lines of script?:
Perhaps allow users to override these individual frame speeds with the old FPS system.
Is there a reason why this should be core and not an add-on in the asset library?:
It would make 2D animations in godot considerably more flexible and powerful. Not to mention it just makes sense to do it. Forcing all animations to have homogeneous FPS for each of their frames means users have to hack their way around this system if they want something different.
The text was updated successfully, but these errors were encountered: