#Other character animations then "Walk/Idle/Turn" in same aseprite-project?

1 messages · Page 1 of 1 (latest)

patent void
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Currently i have an aseprite-project for Walk/Idle/Turn.

How do you handle it if your character does have other animations? (like talking-moving animations)
are those in the same aseprite-project?

i love using the "_ImportCharactername"-Option,
but when i have more than aseprite-project, then i cant use the "_Import...."-File? correct?

cunning juniper
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You can make copies of the importer and have as many as you want. It's up to you.

One tip- If you change the size of the aseprite file keep it centred (so increase left, right, top, bottom) so the characters pivot stays the same.

patent void
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"One tip- If you change the size of the aseprite file keep it centred (so increase left, right, top, bottom) so the characters pivot stays the same."
THAT is exactly what i was fighting with 👍🏻

outer stag
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Yeah I keep all my character animations in one file with a really long timeline. Sometimes the huge timeline is cumbersome but it works. I didn’t know you could have more than one importer, that’s cool!

patent void
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yes that is great i think for "extra" animations, keep thinks clean and tidy and findable 😄

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as if dave has thought of everything 🥂

cunning juniper
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One file would have been insane for the drifter 😅

outer stag
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Ooohh yeah I’ve always wondered about that kind of thing. Like how you did things for the drifter, given it’s such a big game.

hazy raptor
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Does anyone have any sample character and/or room aseprite files they'd be willing to share? I'm learning quickly but would love to see how people use layers to keep things cleaner than I have them (though learning about the Guide layer was a big win recently).

patent void
outer stag
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Mine start all organized with layers and groups, and then as I add more animations to the end of the timeline all the organization falls apart and it’s a free for all

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still optimizing my Aseprite layer approach. I think it's useful to have a lot of organization/groups when developing the initial art, but when animating it seems like flatter might be easier to work with

patent void
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oh maa gaad 😮
well i have no idea, maybe dont "overcomplicate" it?
i am myself a newbe in that game 😄

outer stag
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complex doesn't mean better lol

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I'm a noob too

cunning juniper
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Waaaa that's huge ha ha

cunning juniper
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I mostly only have a few layers for the charcter, and flatten it down once i'm done animating. And extras for props/effects and then guide layers for background/foreground

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Some get pretty wild, Alex works on lots of random layers and is a lot messier (faster though)

this was one of his after I cleaned it up-

outer stag
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How does the animation tag within an animation tag work? For example, does that create 2 animations: In/Out, frames 2-12 and loop, frames 7-12?

cunning juniper
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Here's a bigger one for you

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That's mainly big because I added a bunch of frames of anims for screens in the room

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Pen's file after 3 games 😄

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For that one I have the same file but separate importers for outfit changes (he gets the cloak/sword/etc later)

outer stag
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Do you use the nested tags for organization or does that do something special in the importer?

cunning juniper
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Just for organisation, I don't try to keep them in sync with PQ

hazy raptor
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Thanks all. Got something similar for a room? Trying to understand best practices for managing multiple states of a prop vs an animated prop.

patent void
hazy raptor
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Thanks! Definitely working off of that. I think I just need more cycles playing with it but currently struggling with props (like a door) that have multiple states and I feel like I end up doing a lot more manual work than I could be.

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And apologies for taking this thread down this path but this has all been super helpful!

shadow crown
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I haven't done super detailed work yet, but I tend to just have bg's be bg's so I can import all the bg layers in one go...and props are separate files with layers and animations for them. So it if animates I have a separate file. if not, it's just a static bg layer. Basically I treat props like characters if they animate. Now then I may have the prop in the bg file just as size placeholder, but I'd toggle it off before import.

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...as usual, do whatever Dave has setup as it's generally best practice.

cunning juniper
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I do it in the one file for prop anims. Each prop on it's own layer

shadow crown
cunning juniper
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I have the prop drawn into the room already, so adding a few frames there is just easier

shadow crown
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Wait now I'm confused. Do you have prop anims in the background room file, or a separate prop file (that may have many props?).

If all the room bits and props in that room are in one file, then cool. I can see it.

outer stag
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yeah that's what I do too. All the room props and animations just in one Aseprite file. When I realized how the Aseprite to PQ importer workflow worked, it made things so much easier!