i have watched it for 30 seconds and i think it's just pictures moved around (bash animation consists of several pictures which are interchanged within a certain time frame). i think it's all done with triggers and simple pictures (dds or tga)
@FullasGames: Go You can't use gifs in SC2. Animated images are all OGV applied to a flat model, but they are hard to synchronize as controlling them is very limited. So your options are a model, or an OGV applied to a flat model.
Models would be the best bet as the SC2 engine would animate them at refresh rate where as triggers only allow for animations at 16 fames per game second (usually a lot lower than refresh rate). Also being vectors they will be smaller than any form of animated sequence and scale better at high resolutions.
That image's weight with an alpha chanel would be around 5kb. At 16 frames per sec you would need around 64 images (320kb).
You can make a loop switching the frame each 1/16th second, and it would look like a gif. It would also look cleaner than a model or an .ogv file, because you wouldn't have to mess with cameras + dialogs + resolutions.
You can make a loop switching the frame each 1/16th second, and it would look like a gif. It would also look cleaner than a model or an .ogv file, because you wouldn't have to mess with cameras + dialogs + resolutions.
Models are animated at the refresh rate and can be dialog elements themselves. For vector based animations they are likely unbeatable as far as size and quality goes. Where as the trigger approach allows for at most an animation rate of 1/16 game seconds per frame (a slide show), the models can be animated at a full 60 or more frames per second for highly smooth animation. The trigger approach is at best a place holder until model assets are created since you just cannot beat the quality of something running at native refresh rate against something animated at 1/16 game seconds (which might even be less than 16 times a second!).
You could try applying motion blur to the frames of the animation to minimize the effect of running at sub-native refresh rate. This will make motion look quite blurry however due to magnitude of blur required (1.875 times as much blur as film).
A few months back I experimented with creating 2d animations with flat models and texture swapping. Attached is the result. Note that these animations are entirely data based (actor messages ftw). You should be able to bake this type of animated model into UI with dialog item portraits (will have to rotate them on their side). You can use render priority and render type to make it play well with the rest of your UI.
Alternatively you can wait for LotV which includes support for css-like UI animations. Ask Ahli or Arcane for more info on that.
Hey guys,
What is the best way to make animated images, for example if I wanted a dialog to flip over/spin around.
Should it be a .gif, or a video file a .ogv or would I have to go further and a make a model?
Here is an example in barcraft there are many cool effects:
Any advice is greatly appreciated. Thanks
i have watched it for 30 seconds and i think it's just pictures moved around (bash animation consists of several pictures which are interchanged within a certain time frame). i think it's all done with triggers and simple pictures (dds or tga)
Thanks!!! Alright, well what i want to do is a bit more complicated, please view the quick 3 second clip.
I'd like to show that in a section of the screen. What would be the best way to do that?
A video? a Model? a aniamted image like a .gif?
@FullasGames: Go You can't use gifs in SC2. Animated images are all OGV applied to a flat model, but they are hard to synchronize as controlling them is very limited. So your options are a model, or an OGV applied to a flat model.
Models would be the best bet as the SC2 engine would animate them at refresh rate where as triggers only allow for animations at 16 fames per game second (usually a lot lower than refresh rate). Also being vectors they will be smaller than any form of animated sequence and scale better at high resolutions.
That image's weight with an alpha chanel would be around 5kb. At 16 frames per sec you would need around 64 images (320kb).
You can make a loop switching the frame each 1/16th second, and it would look like a gif. It would also look cleaner than a model or an .ogv file, because you wouldn't have to mess with cameras + dialogs + resolutions.
I'm attaching a quick example
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Models are animated at the refresh rate and can be dialog elements themselves. For vector based animations they are likely unbeatable as far as size and quality goes. Where as the trigger approach allows for at most an animation rate of 1/16 game seconds per frame (a slide show), the models can be animated at a full 60 or more frames per second for highly smooth animation. The trigger approach is at best a place holder until model assets are created since you just cannot beat the quality of something running at native refresh rate against something animated at 1/16 game seconds (which might even be less than 16 times a second!).
You could try applying motion blur to the frames of the animation to minimize the effect of running at sub-native refresh rate. This will make motion look quite blurry however due to magnitude of blur required (1.875 times as much blur as film).
Thanks for the sample I'll try the gif way if I have to. 2 questions:
- Can models with .ogv files on them be put into or over Dialogs?
- How is the beer aniamtion done in this?
Edited, and bumped.
@FullasGames: Go
A few months back I experimented with creating 2d animations with flat models and texture swapping. Attached is the result. Note that these animations are entirely data based (actor messages ftw). You should be able to bake this type of animated model into UI with dialog item portraits (will have to rotate them on their side). You can use render priority and render type to make it play well with the rest of your UI.
Alternatively you can wait for LotV which includes support for css-like UI animations. Ask Ahli or Arcane for more info on that.
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