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[MUSIC]
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In this lecture we're going to be
talking about animation transitions,
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to transition from jump to walk.
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So, our lizard jumps onto the screen,
and then starts walking.
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Excellent, let's jump in,
pardon the pun and get started.
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Okay, first thing I want to show you,
a bit of a neat trick.
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If you click on the game object
that has the animation on it,
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go to your animation window and
then see where we have lizard sprite.
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If you click on the little selector
thing next to that, you can see a mini,
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mini preview of what is
happening in that frame.
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And that will allow you to scrub
through your animations so
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you can see how that looks without
having to click the Play button.
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So that's a way to see the animation, if
I was to select and highlight a bunch of
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frames in here, I could drag all
of those frames down to the right.
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And then what would happen is
we'd do an animation, and then he
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would pause on that frame for a long time
and then go into the next animation.
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So you can play around with it and do a
little bit of finessing of different parts
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of the animation to stretch
out some periods of it.
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If you grab the end bar down the end here,
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see how there's a little handle at the
right and a little handle at the left when
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you've got these selected,
then it will stretch that part of it.
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So we could have it playing, playing,
and then a little bit slow, and
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then speed up again.
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So there's plenty of things you can do,
manually go and
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mess around with the speed and
the timing of the animation.
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Okay, next up what we're gonna do is,
import a new Sprite Sheet and
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slice it up, and I'd like for
you to do that as a challenge.
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But first of all, let's together go and
find all of the assets
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of the Sprite Sheet And while we're at it,
we'll do the audio as well.
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From the asset pack that I gave you in
the last lecture, the downloadable, so
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go and find this sprite sheet.
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Let's grab all those, so I don't have to
tell you each time I'm bringing in a new
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thing hey, I'm going to go and
bring in a new thing.
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Let's go bring it all in.
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So I'll highlight all
of the sprite sheets.
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I'll drag that into Sprites.
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Boink there they all are in there,
taking all of it made it,
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great I was just thinking about it.
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I will find my sounds and then,
while I'm here just go and
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drag whatever sounds of
music I've got into there.
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Okay, that might take awhile for
you as it imports it all,
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but I've gone and
imported all of my sounds in the Sprite.
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Let's get a look at the Sprite sheet,
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the one thing that I'm interested in for
this video is Lizard Jump.
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I've look at Lizard Jump,
there it is, just there.
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Okay, Lizard Jump and
it is one, two, three,
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by, one, two, three, four, five,
six, seven, eight, nine, 3 by 9.
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Okay, so that's the one I want you to
go and find that and import it and
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slice it up.
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Here's your challenge.
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Import a second sprite sheet, well,
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I just imported them all, made it
a little bit easier for myself there.
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Slice sprite sheet, so
slice the lizard jump sprite sheet,
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that's the one that I just pointed out,
lizard jump.
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By using a grid by cell size, so
last team we used automatic so
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I want you to find within
this bright editor,
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the grid by cell size and
make the cells equal size.
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And what I mean by that is find
the total width of our sprite sheet and
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divide that by the number
of columns that we want.
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So what's the total width of this, and
then we have how many columns, 1, 2, 3.
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Okay, so I hinted there might be 3.
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And then to figure out the total
height and divide by number of rows.
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And so that will give you the information
you need when you're looking at the grid
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by cell size.
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If that doesn't make sense, never fear,
we'll do that together, but
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I want you to go ahead and
give that your best shot.
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And also, create a new animation
from the individual sprites
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that you get when you slice it up, and to
make sure you can preview it and see it.
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So there is your mission,
if you choose to accept it and
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I will see you back here shortly.
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Okay, so as I said I've already found
lizard jump, I'm going to go ahead and
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drag, no I'm going to leave it there,
that's a fine place for it.
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This folder might get a little bit busy,
so you know what I will do, I will create
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a new folder in here, just right click,
create folder, and I'll call this lizard.
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And I will go and create another folder,
create folder, and
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I will call this, not in use.
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So, my logic here is any of the stuff
that I'm not currently using,
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I'll just drag it in, minus, I'm holding
on control or command, the Lizard Jump.
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I'll do the both bits of the Lizard Jump,
dragging that into the not in use.
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Okay and that's my little system,
I'll drag lizard jump into lizard.
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That's my little system so I know there's
something in the game, where is it?
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If it's in one of these folders
I'm using it in the game,
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if it's in this one then
I'm not using it yet.
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You can lay out however you want but
that's how it works for me.
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So we have lizard jump and you know what,
we also need, where's my other one,
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where's my other lizard in here?
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My Lizard Walk that we've already
sliced up, so drag that into lizard.
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Okay, there's walk and lizard jump,
let's click on lizard jump,
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and drag back down my preview, find our
sprite mode, change that to multiple.
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Click Apply, jump over into sprite editor
by clicking on the Sprite Editor button
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up to slice and
we want to slice grid by cell size, okay?
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I'm sure you found this in
the challenge but we're looking for
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the pixel size x by x, so when we
slice it up we want to slice up every,
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in this instance it would be every 64.
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So I'll just click slice, see what happens
here, there's no harm in doing that.
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Every 64 pixels it puts in a slice,
64 puts in a slice and same with the,
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from top to bottom, and bring my thing
back up, on the Y axis we slice,
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slice, slice every 64.
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Okay so you can see that's slicing
right in the middle of our character,
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that's no good, how do we figure this out?
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Well we go and find our sprite sheet
that we clicked on here, the lizard jump
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sprite sheet, and you can see down on
the bottom it says it's 753 by 1674.
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So we fire up the calculator.
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Calculator and 753, 753 divided by,
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well how many columns do we have?
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We have three, and that equals 251,
so each of these needs to be 251.
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Assuming that our artist,
whoever created this, and
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we don't know who made it,
laid them out in equal position.
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If this is just a big hodge-podge
of things just everywhere,
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then it won't work so well, but we can
see it's been laid out nice and neatly.
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You can see the little,
the portal thing the lizard's jumping out
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of is in the same spot in
each of these columns.
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Okay, so 251, we'll write that down,
and then height, here is 1674.
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You can see down in the bottom right, so
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1674, divided by, and we have nine,
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I counted those up before, equals 186,
so write that down as well.
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Excellent, op and up in my slice up here,
we want to have 251 by 186,
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I'm gonna click on the Slice.
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Now when I click on any of these you
can see it looks pretty darn good.
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Okay so let's click on Apply,
close that down, jump back over into here.
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We've got our jump highlight all
of the jump frames, right-click,
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create animation.
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Boink, 1 to 4,
I'll call this animation Lizard Jump.
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Drag Lizard Jump animation
into my animations folder.
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Now we have Lizard Jump and
Lizard Walk, excellent.
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Now, if I click on Lizard Jump,
you can see the little,
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little preview that I showed you before,
it's looking nice and tidy.
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And then, how do we preview this,
well, we grab our lizard game object,
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drag it over into our preview window,
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and then when we click on play,
whoops, zoom out a little bit.
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The lizard jumps and
then lands, excellent.
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It's all nicely positioned,
I think it looks good.
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Okay, next that we want to add, so
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that was the challenge, next that we wanna
add this to our animator controller.
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So our lizard has an animator controller,
we view that within the animator window
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here, and you can see at the moment
we just have our lizard walk.
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I'll give myself a little bit of space,
excellent, now we wanna put in the jump.
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So what we wanna do is the lizard jumps
from probably off screen here, or not off
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screen but from the right, and jumps
into this frame and then starts walking.
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So we need to have a transition, we need
to say, start with the jump animation and
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then transition into the walk animation.
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This line here is a transition from
entries going straight into walk.
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So basically it's starting in walk
the first thing that happens, and
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we wanna change that,
we wanna go straight into jump.
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I'm gonna click on lizard walk,
delete that and start this afresh.
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Drag in lizard jump, and now
automatically it says going from entry,
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the very first thing I do is
the lizard jump, which is good.
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Let's just click play to
see if that's working.
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Was it does, it jump, boink, and
there it is, perfect, excellent.
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Now we want to go to lizard
jump to lizard walk.
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Mini challenge for you if you can
figure this out how to do that.
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Okay, that was me pausing if you
wanted to take this on as a challenge.
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What I'll do is drag in lizard walk,
you can put it anywhere in here,
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it doesn't matter.
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I can move things out of the way, it's all
about the connected line relationship as
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opposed to where they're positioned.
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If you're wondering what any state means,
that's if you want to have an animation
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where you say for example from any state
at all, if the character gets shot.
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We want that character to change animation
to do like a recoil or like a death or
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something, then you can have the any
state transition into these other states.
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So that's why any state is there,
just as a handy way to say,
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anything can go into state or
any state can go into anything else.
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So we're not gonna use that at
the moment so just ignore that for now.
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What we'll do is right click on
lizard jump, make transition,
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drag it to lizard walk as simple as that,
do that one more time.
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So right click and
the animation you want to go from,
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click on Make Transition and
them move your arrow around.
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So I'm not holding my mouse
button down just yet,
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I'm now hovering around over to go.
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It will snap and
then I click my mouse button,
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and now it's making a transition
from Lizard Jump into Lizard Walk.
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Lizard Jump,
let's just have a look at that animation.
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Okay, it's not looping,
that's important, we're gonna say,
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whenever you finish lizard jump,
then just go straight to lizard walk.
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We'll get more complicated with
our transitions in the future,
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where we have a condition in the game
that will change the animation, but for
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now we're just saying finish the jump,
go into walk.
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Okay, back to clicking
on this transition here.
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Okay, when you click on the transition,
you get a whole bunch of information,
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a whole bunch of stuff going on.
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We can see up here, the lizard jump
to lizard walk is the transition.
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We can turn it off, we can delete it,
we can do a few other cool things up here.
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And then we have this little settings
selector that allows you to open it up.
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And then this window is showing us where
our transition is going to take place.
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This is a little bit more relevant
when you've got 3D animation, and
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you can blend from one state to the other.
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So if an arm is up in the air and
then an arm is down by the side, and
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then you want to blend the two together,
and it will blend it more neatly.
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But with our 2D sprites, it's a little
bit more that it just pops from one to
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another, so don't worry about
having this blended overlap here.
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So the transition duration,
I am going to turn that to 0 and
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the exit time I'll put to 1
saying after you get the whole
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way through doing a lizard jump
then go in and do lizard walk.
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So let's see if this works now just as is,
click on play.
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Jump and then, walk, walk, walk, okay, so
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one problem it snaps up to the top,
can you figure out why that is?
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Here's another challenge for you,
figure out why our lizard has
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snapped to a slightly different position
and then is playing its animation.
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So if you've been through animation before
you might already have a thought on this,
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so pause the video,
see if you can figure that out.
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Okay, hopefully you gave that a shot,
and let's have a look at it together.
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So if I have a look at my lizard walk
animation, specifically if I go and
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look at my sprite sheet.
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Go to Lizard and then look for
Lizard Walk, click on my sprite editor.
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If you remember,
we did a slice automatically.
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And, the reason we did automatic is well,
we only had this animation and
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we wanted to have it nice and
tightly framed around it.
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So this method worked when
it was just this lizard and
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we didn't have to go from animation A,
the jump, to animation B, the walk.
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So in this case we can't just do
automatic where we're tightly cropped
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around the lizard.
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That would be fine normally, but
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we need to have it consistent with
what the lizard jump is doing.
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So then we go back up to Slice,
Automatic, Grid by Cell Size.
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So let's just quickly click on our
lizard walk sprite sheet, open that up,
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see what the dimension there are.
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753, that was the same as before, so
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00:12:48,351 --> 00:12:53,040
753 divided to by 3 going to
be 251 as we had last time.
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00:12:53,040 --> 00:12:57,433
So slice 251, and
then let's just check up and
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down, it's 1116, where is my calculator?
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Get my calculator back.
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1116 divided by, and we've got one,
two, three, four, five,
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six underneath that, six, 186, okay,
it's exactly the same as it was before.
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That is perfect, I like to see that.
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00:13:15,035 --> 00:13:21,003
By 186, click on slice, now you can
see it's a much bigger footprint but
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the lizard is in consistent
position each time.
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00:13:25,190 --> 00:13:28,388
And not surprisingly if it was
to jump out of a hole here,
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[SOUND] it lands just there.
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Okay, click Apply, close that window,
I clicked Apply, but
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click Apply again a couple of times,
here we go.
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Okay, so we don't need to do anything
else, just slicing it up differently,
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the animation system knows that,
it's all cool.
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If we click on Play, now it should jump,
I only play that once and
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then [SOUND] click in
to looping on the walk.
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Excellent, the only last thing here,
it looks like the jump is coming
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up pretty slowly so
let's find the animation for jump.
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And you can see,
we can see when clicking on lizard,
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we've got the jump just here,
yep, that's the jump animation.
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I might make this 24 samples as well,
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00:14:08,780 --> 00:14:12,530
I think we're just gonna do everything 24
cuz it looks like that's how the artist
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created all this animation with
the expectation of 24 per frame.
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Okay, cool so we've got our jump
transitioning into our walk, which means
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that we've got some great stuff for
our lizard emerging onto the screen.
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Excellent, well done,
that's introduction to transitions and
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I'll see you in the next video.
26299
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