Joined: 8/30/2011(UTC) Posts: 5
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Hi, im wondering how youre supposed to load animations into the content manager. I usually have one big image that contains all the frames. Is it possible to use them with your built in animation system? I also tried to create folders, but the option is greyed out. I really got lots of content, so when will it be possible?
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Joined: 8/24/2011(UTC) Posts: 95
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I thought I saw some AnimatedTexture based tests somewhere, could be that or something completely different. I will, either way, create a spire object for everybody to use as soon as TEF and updated SceneGraph are ready
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Joined: 8/30/2011(UTC) Posts: 5
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I already tried to add an animation like in the BasicTests ContentMetaData.xml file, but it disappears as I try to select it in the content manager.
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Medals:  Joined: 8/20/2011(UTC) Posts: 1,421 Location: Hannover
Thanks: 18 times Was thanked: 97 time(s) in 92 post(s)
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It will be supported soon as an upload action. Until then you can try to disable content updating (delete the Services section in your Settings.xml) and add something like this in your Content\ContentMetaData.xml file: Code:
<ContentMetaData Name="BigExplosion" Type="ImageAnimation" LastTimeUpdated="2011-10-06 01:50:22" PixelSize="64, 64" UV="0,0,1,1" AnimationSpeed="6">
<ContentMetaData Name="BigExplosion02" Type="Image" LastTimeUpdated="2011-10-06 01:50:12" PlatformFileId="104" LocalFilePath="BigExplosion02.png" FileSize="4390" PixelSize="64, 64" UV="0,0,1,1"></ContentMetaData>
<ContentMetaData Name="BigExplosion03" Type="Image" LastTimeUpdated="2011-10-06 01:50:13" PlatformFileId="105" LocalFilePath="BigExplosion03.png" FileSize="7863" PixelSize="64, 64" UV="0,0,1,1"></ContentMetaData>
<ContentMetaData Name="BigExplosion01" Type="Image" LastTimeUpdated="2011-10-06 01:50:22" PlatformFileId="114" LocalFilePath="BigExplosion01.png" FileSize="1487" PixelSize="64, 64" UV="0,0,1,1"></ContentMetaData>
</ContentMetaData>
Obviously you also have to add the files referenced in LocalFilePath and you should make sure the other properties are correct too (different PlatformFileIds and PixelSize). I have also opened a feature to get this sorted out on the server side so this custom step is not necessary anymore.
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Joined: 1/11/2012(UTC) Posts: 2
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Sorry to revive this old topic, but I think the main question was: Is there a system or a lib that allows us to use Sprite Animation in a grid image format (like this one) so we don't need to use mutiple images for frame? Or do we have to do this manually? Edited by user Sunday, January 15, 2012 4:14:57 AM(UTC)
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Medals:  Joined: 8/20/2011(UTC) Posts: 1,421 Location: Hannover
Thanks: 18 times Was thanked: 97 time(s) in 92 post(s)
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I am not sure what you mean by this. Obviously image animations are supported in code (see my example above) and now have been improved for the ContentManager as well (see http://deltaengine.net/W...mage_Animation_Editor_4, it is a work in progress, I have not updated the page yet). The best and easiest way is to just use a bunch of single images with the same size (they don't have to be, but this is the easiest way to batch export something from photoshop, flash, 3ds max, maya or other tools). Just drag those into your content project and that's it. All images will automatically be reduced to the smallest possible size and rendered correctly in game (if you need the bounding rectangle for game logic, you also get it automatically calculated via InnerDrawArea for each frame). In addition all those images will be packed into atlas textures for the best performance as well. If you need help with any content and maybe want to test the new Image Animation Editor coming in the next days, just let us know
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Joined: 1/11/2012(UTC) Posts: 2
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I see. It's a nice approach, but the ContentManager made my frame images as single images instead of creating a stack of Image Animation frames.
Is there some way I can 'covert' my images for that format so I can use the Imagine Animation mechanisms?
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Medals:  Joined: 8/20/2011(UTC) Posts: 1,421 Location: Hannover
Thanks: 18 times Was thanked: 97 time(s) in 92 post(s)
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You could just build your own ImageAnimationData object in code or just wait a couple of days until the ImageAnimationEditor is available in the ContentManager.
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Joined: 12/19/2011(UTC) Posts: 529
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Sorry for asking, but how can I use the new Features? I upgraded to v0.9.12 and I don't see any difference. I can't create folders, can't import new files such as music or any other type. So, whats new with the tools? (Sometimes, I think, that a good Changelog is great, but for nightly, it should be fine because it's automatic etc) I think, I should make an post in the german forum with things I' missing, but before, I need to think, what is missing :D
Back to topic. What do you recommend? Should I use my own animationsystem or the system from delta? In both cases, there's a problem with the content, if I let the user of my applications create custom animations oder genereally custom content. How can I solve this problem? |
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Medals:  Joined: 8/20/2011(UTC) Posts: 1,421 Location: Hannover
Thanks: 18 times Was thanked: 97 time(s) in 92 post(s)
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Basically v0.9.2.12 just compiles again, it did not fix any client-side issues yet. I have written down the issues and once they are fixed, they will appear in the change log. The new tools and feature will now appear incrementally in the ContentManager (will test them one by one). Usually I finish features first so our internal teams can use them with their tools and then I make sure the features are usable in the public repository as well (with a slight delay obviously). About ImageAnimations: You can use the ImageAnimationEditor in the ContentManager soon (seems to be the most requested feature right now), it will look similar to: http://deltaengine.net/W...Image_Animation_Editor_4If you want to create image animations at runtime, you could either just create your own ImageAnimationData like mentioned above: http://help.deltaengine....g_ImageAnimationData.htmOr assign images yourself in the Material (which has all the animation features, but passing them into the constructor might only work internally in Delta.Rendering assemblies): http://help.deltaengine....s_Materials_Material.htmOr you could roll your own system and just display materials yourself (either multiple materials you switch or just change the texture image in a material from frame to frame).
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Joined: 8/23/2011(UTC) Posts: 245
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Are .gif files being processed and played ok yet?
I have a SpinningDollar.gif uploaded into the Content Manager and it doesn't animate in the preview window; and when I load it in code, Material.AnimationFrameCount=1 and IsAnimated=false. Yet I can play it through (say) Quicktime.
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Medals:  Joined: 8/20/2011(UTC) Posts: 1,421 Location: Hannover
Thanks: 18 times Was thanked: 97 time(s) in 92 post(s)
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As a matter of fact I just finished the "new" way of importing image content. In the old ContentManager tool when you upload a gif file it will be converted to a static image file first and then processed further (like all other image formats). Except if you upload it via the ImageAnimation content type (which is grayed out, so not possible), which did allow .gif upload or multiple files, but the ImageAnimation editor was not completed.
Short answer: Currently not fully supported (you would have to split the gif up and do all the animation image assigning yourself), but coming soon (today or tomorrow) with much more powerful features.
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Medals:  Joined: 8/20/2011(UTC) Posts: 1,421 Location: Hannover
Thanks: 18 times Was thanked: 97 time(s) in 92 post(s)
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Btw: We also have some flash file support written a long time ago. Is there anyone out there that would like that feature? Just drag a flash file onto the ContentManager and have it converted into a bunch of animated images?
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