Spritesheet animations are vertical not horizontal - animation

I have a sprite sheet that I want to animate in Godot game engine but I bugs because Godot makes the frames cycle right to left when my sprite sheet has animations going from top to bottom. How do I fix this?

you can change the settings from editor
Here i have set the Hframes to 4 byt you need to set the vframes to the vertical frames number from your spritesheet. In the same way you need to set and your hframes

Related

Position of player changes when the attack animation starts - unity

So I did an attack animation in the program Aseprite and everything was fine with the animation, but when I put in inside the animator in unity the character changes position.
Here's the images, first one is a gif with the animation running as I want, and then the before and after of the animation in Unity.
I know it's small but I hope you can see
This is because it's setting the center point at the location, and the gif is wider than the standard player image, you will need to offset to compensate.
So I just sliced the sprites again but with the pivot to the left instead of center, and then adjusted the Collider. It seems to work. Not sure if it's the perfect way though.

Flip 2D asymmetric animation in Unity3D

I want to flip my 2D character (asymmetric) from right to left using the animator in Unity3D
I have the sprite sheet with both left and right sprites and I did a controller with the animations facing right, now I need to flip the animations to the other side
Done:
Sprite sheet with both animations left and right
Animation controller with animations facing right
Goal:
Make my character change animations facig right to facing left and viceversa
I'm aware of the code to change the local scale, but I'm not interested in changing scale, I'm looking for a way to flip the animation
Thanks
You can flip the animations changing the x/y scale from positive to negative. Why you are not interest in changing the scale? You can flip the animations with this method.
Sorry for my English and good luck.

Unity3D: Sprite renderer vs image renderer issues on canvas

I'm using sprites for an animated menu in my game.
I tried two methods:
Image Renderer: Replacing the image per frame with the sprite slice in the animation window
Sprite Renderer: Same method
I'm playing the sprite animation with no loop then rotating the transform on the z-axis.
The problem is that with the image the Screen Space overlay works well but the rotation of the transform causes the sprite to look glitchy and rough. With the sprite renderer however the Screen Space must be put to Camera and the sprites get placed between other assets in the world.
Example: http://postimg.org/image/436q9jvax/
Is there a way to either fix the roughness on the rotation using image or force the Camera Screen Space on top? My only concern with the 2nd option would be in relation to responsiveness for multiple devices.
The easiest fix was to apply "sorting layers" to the canvas with the sprite renderers on to keep it on top.
I did however incorporate #beuzel's idea about separate cameras in the end and opted for 2D sprites with physics instead of a 3D rendered animation on canvas.
http://postimg.org/image/6qmtiirb9/
Thanks for making the good sample. A fix for the menu intersecting the world is using a seperate camera for the GUI layer. The rough animation might be a pixel perfect setting in the sprite rendering (just guessing).
I don't have enough reputation points to write this as a comment.

How can I get an Edge animation to stop looping with scroll effect?

I am trying to get an adobe edge animation to animate as I scroll and then stop animating when it reaches the end of the animation, but continue scrolling. I am using adobe muse and placing my .oam file and then adding the edge animate scroll effect to advance 1 second every 20px. The problem is that it is looping the animation when I want it to stop. Any ideas?

Flash animation help

I am a complete novice when coming to using Flash but I am looking to create an animation similar to the line into text animation at:
http://www.louisebradley.co.uk/fl/
where instead of running from the top of the screen I want the line to effectively stretch across my homepage horizontally.
I have created an animated gif that does the job but it takes a long time to stretch across 974 pixels in width, and if the frames are reduced it takes away any smoothing effect. I did this in photoshop by simply creating 20 or so frames, each increasing the size of the line by 60 pixels until the full page is covered.
Would I be better off creating the effect in Flash? And if so, where on earth do I start!! Would tweening do this, and how I would I implement it?
Thanks in advance for any help!
I am assuming you are talking about the line to the left of the main navigation? If this is the case, this is being done using a mask that is tweened. You can simply draw out the shape you want "wiped" across the screen and than on the layer above it, draw a box over the shape to be animated. Right click the layer the box is on and select "mask". You can now tween the mask to move from right to left over the shape you drew and it will appear to wipe over. Just remember, whatever the mask is currently over, is what will show through from the layer that is masked. Think of the mask as a window. This can be completely done without actionscript and only using the timeline.

Resources