[Tutorial] - SEQ (animation)
Posted: Sat Aug 03, 2013 1:42 pm
I know DJ99X already did a sequence image tutorial, but I don't think everyone understood it. So i'll make another tutorial and try to explain everything.
Seq files let you animate stuff in mx simulator. I'll tell everything about it in this tutorial.
Software:
Any image editing program, such as gimp or photoshop.
notepad
Things to keep in mind:
Don't overuse this. If you've got too many frames/too fast seq this will most likely lagg.
Some things don't work with seq files (I guess decals won't work, I'm not sure because I only tried it once).
Save it as .png instead of .seq.
Time to start.
--Getting the frames.
Open your image editing program, and open the image that you want to animate. Copy the layer and change the image a bit.
Now you've got 2 frames which are different from each other. You can add as many frames as you want, but keep in mind that this can cause lagg.
Save the images seperate and name them whatever you want, we use anim1frame#.png in this tutorial. You've got 2 images so save frame 1 as 'anim1frame0.png' and save frame 2 as 'anim1frame1.png' without the single quote's.
--Making the SEQ file.
Open a new notepad file. On the first line you add 'ANIM1' without the single quote's. Now press enter to go to the second line in your notepad file. We're only using 2 frame in this example. so add '0 1 0' to the second line without the single quote's. Now the animation will go from frame 1 to frame 2 to frame 1. If you loop it (which I will explain later in this tutorial) it goes frame 1-frame2-frame1-frame1-frame2-frame1-frame1-frame2 etc. If you don't want this, you need to change the last part. Example: Now it's 0 1 0, change it to 0 1. If you loop it now it will be frame1-frame2-frame1-frame2 etc.
Go back to the first line and after 'ANIM1' add a space and the number 3. This number indicates the lenght of the animation in the second line. If you've more numbers on the second line, 10 as an example, then you need to add a 10 here instead of a 3. After the 3 add any number you want, this number indicates how fast your animation will go. How higher the number, how slower in animation. The time per frame is in 1/128 second steps.
Now we're comming to the loop part of the seq file. This is a 1 or 0 at the end of the first line. If you want the animation to loop then you need to set it to 1. If you don't want it to loop, set it to 0.
Add a new line on the bottom of your file. Add 'PNG @anim1frame0.png', press enter and add 'PNG @anim1frame1.png' without the single quote's. These are the frames, if you have them in a folder then you need to name it like this: 'PNG @Foldername/anim1frame0.png'.
--Saving.
This is the most importand part.
Go to file, save-as and choose All Types instead of .txt. DON'T name it anim1.seq, this won't work. You need to name it anim1.png instead.
--Getting it in game.
Track Billboards:
Open your billboards file and add a new line.
[100.0 0.0 100.0] 100.0 1.000000 @anim1.png
[x y z] Size aspectratio @name.png
In the above example it isn't linked to a folder.
[100.0 0.0 100.0] 100.0 1.000000 @foldername/anim1.png
[x y z] Size aspectratio @foldername/name.png
In the above example it's linked to a folder.
Track Statues:
[100.0 0.0 100.0] 0.0 @anim1.png
[x y z] Rotation @name.png
Not in a folder^
Riding gear:
rider_body-P2sta2-myanimatedgear.png
rider_body-modelname-skinname.png
Bike skin:
rmz450-2013 Rmz-myanimatedbike.png
bikebrand-modelname-skinname.png
Here is an example of the rain seq I made for MxRewinds track (Hemonds).
ANIM1 5 3 8 1
0 1 2 1 0
PNG @Hemonds/billbourd/rainframe0.png
PNG @Hemonds/billbourd/rainframe1.png
PNG @Hemonds/billbourd/rainframe2.png
Here is an example with words.
ANIM1 Lenght numberofimages timeperframein1/128secondsteps loop
sequence of the frames
PNG @trackname/subfolder/seqfile.png
Sorry if my English sucks.
JLV can you please unlock this post?
Seq files let you animate stuff in mx simulator. I'll tell everything about it in this tutorial.
Software:
Any image editing program, such as gimp or photoshop.
notepad
Things to keep in mind:
Don't overuse this. If you've got too many frames/too fast seq this will most likely lagg.
Some things don't work with seq files (I guess decals won't work, I'm not sure because I only tried it once).
Save it as .png instead of .seq.
Time to start.
--Getting the frames.
Open your image editing program, and open the image that you want to animate. Copy the layer and change the image a bit.
Now you've got 2 frames which are different from each other. You can add as many frames as you want, but keep in mind that this can cause lagg.
Save the images seperate and name them whatever you want, we use anim1frame#.png in this tutorial. You've got 2 images so save frame 1 as 'anim1frame0.png' and save frame 2 as 'anim1frame1.png' without the single quote's.
--Making the SEQ file.
Open a new notepad file. On the first line you add 'ANIM1' without the single quote's. Now press enter to go to the second line in your notepad file. We're only using 2 frame in this example. so add '0 1 0' to the second line without the single quote's. Now the animation will go from frame 1 to frame 2 to frame 1. If you loop it (which I will explain later in this tutorial) it goes frame 1-frame2-frame1-frame1-frame2-frame1-frame1-frame2 etc. If you don't want this, you need to change the last part. Example: Now it's 0 1 0, change it to 0 1. If you loop it now it will be frame1-frame2-frame1-frame2 etc.
Go back to the first line and after 'ANIM1' add a space and the number 3. This number indicates the lenght of the animation in the second line. If you've more numbers on the second line, 10 as an example, then you need to add a 10 here instead of a 3. After the 3 add any number you want, this number indicates how fast your animation will go. How higher the number, how slower in animation. The time per frame is in 1/128 second steps.
Now we're comming to the loop part of the seq file. This is a 1 or 0 at the end of the first line. If you want the animation to loop then you need to set it to 1. If you don't want it to loop, set it to 0.
Add a new line on the bottom of your file. Add 'PNG @anim1frame0.png', press enter and add 'PNG @anim1frame1.png' without the single quote's. These are the frames, if you have them in a folder then you need to name it like this: 'PNG @Foldername/anim1frame0.png'.
--Saving.
This is the most importand part.
Go to file, save-as and choose All Types instead of .txt. DON'T name it anim1.seq, this won't work. You need to name it anim1.png instead.
--Getting it in game.
Track Billboards:
Open your billboards file and add a new line.
[100.0 0.0 100.0] 100.0 1.000000 @anim1.png
[x y z] Size aspectratio @name.png
In the above example it isn't linked to a folder.
[100.0 0.0 100.0] 100.0 1.000000 @foldername/anim1.png
[x y z] Size aspectratio @foldername/name.png
In the above example it's linked to a folder.
Track Statues:
[100.0 0.0 100.0] 0.0 @anim1.png
[x y z] Rotation @name.png
Not in a folder^
Riding gear:
rider_body-P2sta2-myanimatedgear.png
rider_body-modelname-skinname.png
Bike skin:
rmz450-2013 Rmz-myanimatedbike.png
bikebrand-modelname-skinname.png
Here is an example of the rain seq I made for MxRewinds track (Hemonds).
ANIM1 5 3 8 1
0 1 2 1 0
PNG @Hemonds/billbourd/rainframe0.png
PNG @Hemonds/billbourd/rainframe1.png
PNG @Hemonds/billbourd/rainframe2.png
Here is an example with words.
ANIM1 Lenght numberofimages timeperframein1/128secondsteps loop
sequence of the frames
PNG @trackname/subfolder/seqfile.png
Sorry if my English sucks.
JLV can you please unlock this post?