CompuServe Thread

Stretching a Sprite

4 messages in this thread
#196258From: Barry J. DavisOct 20, 1995 7:15 AM
Dave, Is there a way to use the stretch command on a sprite? For instance, I have a sprite that is a walking person, and want to have the person "grow" (stretch) as it walks forward. I can get it to walk or stretch, but not both at the same time. Any suggestions? Thanks, Barry
#196327From: dave aguilarOct 20, 1995 4:56 PM
>> Is there a way to use the stretch command on a sprite? << absolutely. through keyframing. >> For instance, I have a sprite that is a walking person, and want to have the person "grow" (stretch) as it walks forward. I can get it to walk or stretch, but not both at the same time. Any suggestions? << barry… start off by dbl clicking on the tool sprite button and make sure that you use Load button to set the sprite to your walking dude. once that's done, sprite works the same way it does with any AVI file… in your blank animation file, fo to frame 1 by picking on 1st keyframe button. toggle time mode, and for play, hold the pick button down and draw a path. now pick on the 2nd keyframe button (which by default takes you to the end of the animation) and use Action/Stretch, pick on say the right upper corner and stretch the sprite bounary to something bigger. go back to 1st keyframe and shrink it if necessary. remember… if you start by stretching 1st keyframe, 2nd keyframe interpolates delta…. so go back and forth between 1st and 2nd keyframes to make sure you've got the scaling (stretching as you want it. if you want the sprite to grwo from its original size, then do all your action stretching in 2nd keyframe only. make sense? let me know. this is entirely possible. and you really need to get keyframing under your belt as it's one of the programms most powerful capabilities. 🙂 -dave
#196621From: Barry J. DavisOct 23, 1995 11:03 AM
Dave, Thanks for the help with keyframing a sprite. It is working beautifully. Now I've got a couple of questions about the soundlab. 1) When I reopen a previously saved session, the audio track often slips quite noticibly out of sync with the animatin frames. Is there anyway to prevent this? 2) When I try close and then save on a new audio stream, the system gets an "Autowave" Error. It does let me ignore and proceed, but I don't understand what is causing the error and how to avoid? Thanks Barry
#196633From: dave aguilarOct 23, 1995 11:58 AM
>> Thanks for the help with keyframing a sprite. It is working beautifully. << kewl. >> 1) When I reopen a previously saved session, the audio track often slips quite noticibly out of sync with the animatin frames. Is there anyway to prevent this? << yes. 😉 one method of insuring the same synchronization each time is to edit animationa and sound files separately, and after editing, recombine them into a "playback edition". i do this with a lot of animations anyways since i sometimes need to edit independent tracks… any sound effect, voice, or filter is recorded in a log for easy reconstruction. i also save wav files as i go along so that i can "undo" back through any series of filters if needed. remember too that the animation data is a function of the codec you're saving too. i use 24-bit lossless for all soundwork up until i'm done with everything… some forget this. they use a lossy codec and then bring it into soundlab for work… go back to animator module, do some frame editing and then save it again (another lossy pass)… gets downright ugly at that point. <gg> using 24-bitt lossless always for editing of anything (visual, audio, etc) keeps the tracks clean and synchronized. not obvious at first glance, to be sure. you're probably seeing the symptoms now though. >> 2) When I try close and then save on a new audio stream, the system gets an "Autowave" Error. It does let me ignore and proceed, but I don't understand what is causing the error and how to avoid? << what exact version of AAS do you have? r1c0? r1c1? r1.1? -dave