Out of place frames in animations

I've noticed that when dragging multiple images directly into the behaviors area to animate an actor, that some frames might be out of place and makes the animation look rather glitchy looking, I could manually fix it, but some of my animations have a large amount of frames and the thumbnails are small, making it hard to distinguish out of place frames, is there a way to keep them from getting out of place when dragging them in?

Having trouble with your game? Sounds like a personal problem.

Comments

  • ShmirlyWhirlShmirlyWhirl Member Posts: 189
    I have this problem too. The issue arises when importing large sections of images in to GameSalad.

    Typically what I do is import the images one by one, that way I know they are in the proper order.
  • SnapFireStudiosSnapFireStudios Member Posts: 1,603
    edited March 2013
    I would certainly recommend not using the Animate behavior, as it is and has always been very glitchy. :)
    - Thomas

    P.S. There are some alternatives, just search it up ;)
  • ShmirlyWhirlShmirlyWhirl Member Posts: 189
    Thanks @SnapFireStudios

    You just gave me a new way to look at animation. It'll definitely be easier to implement now.
  • SocksSocks London, UK.Member Posts: 12,822
    edited March 2013
    @ADSentertainment
    @ShmirlyWhirl
    I could manually fix it, but some of my animations have a large amount of frames and the thumbnails are small . . .
    Import the image sequence as normal, create an actor and apply an animation behaviour, select and drag the frames into the animation behaviour from the images panel (don't worry about the order at this stage) then drag the same frames directly from your desktop into the same actor, you will be asked if you want to replace each image, hit enter ('replace') for each one (**do not use 'apply to all'**) - this will put the frames in the correct order.

    If you want to avoid pressing 'replace' 120 times (or however long your sequence is) just hold down the enter key for a few seconds.

    Note: you will end up with two animate behaviours in the actor, you need to delete the first one you applied (with the screwed up animation sequence order) - so you know which one of the two to delete, before dragging the second set of frames from the desktop set the animate behaviour at some arbitrary frame rate - let's say 22 fps (basically anything other than 10 fps) after you've re-imported from the desktop and have two animate behaviours keep the one set at 10 fps (which is the new correctly ordered one) and delete the 22 fps one.
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