Libgdx Creating multiple animation - animation

How to create multiple animation in libgdx? eg: I have created animation of moving bird when i click on the bird how to create another animation of falling bird..

Look at the libgdx Sprite Animation tutorial:
http://code.google.com/p/libgdx/wiki/SpriteAnimation
After a 'click' you'll need to switch from using your "moving bird" animation sheet to using a "falling bird" animation sheet.
Or are you asking about actually creating the falling bird animation sheet in the first place?

Related

Unity 2D animation seems blocked

I have an animation in Unity, its 2D, made from Sprites.
My animation is blocked, I mean, I can't add a new sprite, click play button, or add a new Property.
In order to animate an object in Unity you have to have a valid object selected, that is to say, the object can be animated.
This is typically a game object that is selected in the hierarchy.
Without this, how does the animation window know what it can and can't animate? That is the way that properties are animated in Unity, it needs to know what it is supposed to be animating, the valid object tells it what can be animated. Without this knowledge, the animation window will lock down certain features, adding keys and playing the animation.
In your case, select the game object that you want to have animated and, if you have a valid animator controller in place, the animation window will set itself up with all the necessary bits and pieces, namely the animation clips. Then you can animate to your hearts content.
Here's the animation window reference:
https://docs.unity3d.com/Manual/animeditor-UsingAnimationEditor.html
Hopefully this answers your question.

Unity3d Updating position with animation simultaneously

I have an animation for humanoid models to simulate climbing. I have been looking for a way to stimulate this animation when the model comes next to the window. I used the triggers to determine where the model is and it worked. However, when I execute the animation, the position of the model is not being updated according to the animation. I am using offmesh links and nav mesh agent and I disable nav mesh agent when the model triggers. How can I use the animation and provide the update simultaneously?
Animation Properties
Thanks in advance.
I don't think the animation should take care of the movement. You should control that somewhere else. You could make the animation climb from y = 0 to 5 but then it won't work if your ladder is at y = 3.
You'd better have a method that is called from the animation using AnimationEvent so that when you trigger the animation, it also triggers a movement of the object upwards/downwards regardless of the current position of the object. It would simply use Translate and disabled input until the animation ends.

Unity Image Component for 2D Animation

I'm developing a 2D game in Unity (Version 5.1.2) which has an animation.
The animation is generated by flipping through the sprites in the sprite sheet.
My problem is that the animation is playing as it should in the "Scene View" but not in "Game View".
I normally create animations by using the sprite editor and then drag & drop all the sprites on the screen (Scene View).
It creates a Sprite Renderer to switch the sprites but I would like the Image Component to flip through the sprites. It seems like only sprites in the Image Component is being displayed in the "Game View".
Is there any way I can get some assistance on this please.
Its really strange that you are only seeing that in your Scene View. If the animation is your default animation? Otherwise, make sure that you are sending the right parameters to your animator. A good way to test it is opening your Animator windows, checking all transitions, and manually filling the parameters to see how it works wile the game is running. Also, check if the transitions between animations has exit times and transition durations, and disable them.

Unity 3d show specific frame of animation

I'm trying new unity 3d options for 2d games. I'm trying to create background that changes depending on actions i made. So if i press button one i get sprite one as background and if two i get sprite two. Since I have 32 options, I figure out the best way would be to have an Animator, that changes frame depending on button click. So i created animator and animation. But the problem is I can't set time to where to stop animation to show selected frame.
I'm trying like that:
Animator ani=background.GetComponent<Animator>();
ani.animation["field_back_anim"].time=0.5f;
ani.speed=0;
But it fails at second line with that error:
MissingComponentException: There is no 'Animation' attached to the "background" game object, but a script is trying to access it.
You probably need to add a Animation to the game object "background". Or your script needs to check if the component is attached before using it.
However if I do no code the animation just plays trough all 16 frames. So i gues there is animation after all.
On the background GameObject I have 2 components first is sprite renderer and second is animator. When I open animator in Animator view i see there green rectangle saying Any state and yellow one with "field_back_anim". I don't get what i'm doing wrong.
I will also except any other solution that does the following.
Thanks!
The animator component is used to control transition between many animation clips. If you're going to playing an animation clip on a gameobject, an animation component is proper, not the animator. Remove the animator and add an animation component to your background gameobject in the inspector. If you set animation property to field_back_anim, your gameobject will animate well. Manipulation codes should be changed like below.
Animation ani = background.GetComponent<Animation>();
ani["field_back_anim"].time = 0.5f;
ani["field_back_anim"].speed = 0;

Cocos2d How to make/run animation more realistic

Simple Animation - first thought that came up, when 2 objects collided.
For example: Player collides with object Bouncer. What would happen?
Player class start bouncing animation
Bouncer class start self animation to inform user that bouncing started
this is simple animation that looks pretty good but, I have an idea how to add more realism to this and i want to, ask is it really possible to do this?
Let's say same situation player collided with bouncer
Make player invisible
In Bouncer class start animation (animation frames painted with Player and Bouncer motion (e.g preparing for jumping))
in step 2 Players position changed, putting players into position where bouncing animation ended
Make player visible
start Jump
If it is really possible, then i think this will look more realistic. Is there any sample code for this?
Animating anything in Cocos2D can be very time consuming. If you are doing vector/pixel work, you must create a frame for every single change in the animation, which can be very challenging if you don't have much in the way of an artistic background. Might I recommend something like Adobe Flash which will semi-automate the animation process. It has a function to export the animation to frames (individual PNGs), which could be turn into an animation using CCAnimation and some helper classes.
You can create your animation using After Effects, for instance, that generates a set o frames. Then you can use a software like Sprite Helper to embed that animation in cocos2d.
On your project you just have to load it and play it when you need.
http://www.raywenderlich.com/1271/how-to-use-animations-and-sprite-sheets-in-cocos2d

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