I've been looking for info on making blinking and lipsync animations and I don't really understand how to split the image up correctly to have the parts positioned properly in-game
Could anyone help me with it?
This is the archive with 2 pic(default and blink) http://sta.sh/0243hjrwo7rz
Blink/talking animations, how to put a character together?
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This is the right place for Ren'Py help. Please ask one question per thread, use a descriptive subject like 'NotFound error in option.rpy' , and include all the relevant information - especially any relevant code and traceback messages. Use the code tag to format scripts.
- MarieRose1301
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- Alera
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Re: Blink/talking animations, how to put a character togethe
You don't actually need to cut it in any way, but the reason you might want to is for optimisation purposes. (Having tons of full images might end up taking a lot of unnecessary memory. ) Then animating is very simple:
And then what you could do is have a base image with your sprite without eyes and then have the eyes as separate images, BUT have them the same size as the whole sprite. (Sorry, I can't explain this properly, but I've attached a file as an example!) and then have that displayed as an animation on top.
That's the easiest way I know to have them display exactly where you want them. Maybe someone else has better tips?
Code: Select all
image mikuBlink = Animation("blink1.png", 2.5, "blink2.png", 0.1, "blink1.png",2.5)
Code: Select all
show mikuBase
show mikuBlink
- MarieRose1301
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Re: Blink/talking animations, how to put a character togethe
Oh thank you, that will help me ouoAlera wrote:You don't actually need to cut it in any way, but the reason you might want to is for optimisation purposes. (Having tons of full images might end up taking a lot of unnecessary memory. ) Then animating is very simple:
And then what you could do is have a base image with your sprite without eyes and then have the eyes as separate images, BUT have them the same size as the whole sprite. (Sorry, I can't explain this properly, but I've attached a file as an example!) and then have that displayed as an animation on top.Code: Select all
image mikuBlink = Animation("blink1.png", 2.5, "blink2.png", 0.1, "blink1.png",2.5)
That's the easiest way I know to have them display exactly where you want them. Maybe someone else has better tips?Code: Select all
show mikuBase show mikuBlink
Now I just need to know how to make the chara blink randomly
- Alera
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Re: Blink/talking animations, how to put a character togethe
Ok, there is a way to do this. Instead of using Animation there is another way to define the blinking. Like so:
Then show the images the exact same way like before.
Code: Select all
image mikuBlink:
"mikudefault.png" # Miku with her eyes open
choice:
1.5
choice:
4.5
choice:
1.0
# ^ these are the random interval values in seconds. You can have as many of those as you want.
"mikublink3.png" # Miku with her eyes closed.
0.1
repeat
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