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Re: [pygame] Anyone use Blender to create sprite sequences?



You don't have to split them up to use them. You can just blit the exact frame from the surface. Also, this may save memory and simplify the managment of the surfaces, as you have fewer.

Bruno

On Fri, 24 Sep 2004 15:10:21 -0400 (EDT), <shandy@geeky.net> wrote:

what does it matter? it's up to the coder to split them up into animation
frames anyways, right?

this is the reason why i don't bother with putting all the frames into one
image. I consider that optimization, something to be done when the rest
of your game is finished.

-sjbrown



Correct me if I'm wrong, but I believe the sprites in solarwolf are
assembled the wrong way. Each .png is a horizontally large image, when it
should be a vertical strip, to improve memory coherence.

What am I missing?

Bruno

On Fri, 24 Sep 2004 14:47:50 -0400, R. Alan Monroe
<amonroe@columbus.rr.com> wrote:

- Create sprite geometry in base position
- Copy geometry and rotate/morph/etc. for frame N
- Render frame N to file
- Repeat for all frames in animation sequence

After I have all of the frames in files, I can use
something like Paint
Shop Pro to stitch them together.  I suppose I could
also space them
appropriately in the 3D model and render all of the
frames at once into my
"sprite strip" file.  Maybe that's the ticket.

use Paint Shop to do that it's really ugly! :)
Using Blender I create the animation in form of N
files like you, and then I use a little Python script
to join them in a single sequence file!
At one time there was a freeware utility floating around called Dave's
Targa Animator that could assemble individual frames into one long
strip. You may be able to find it on old archives somewhere.

Alan


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