is this possible with GS?

im new to GS, just having a peak under the bonet to see whats poss..

is it poss to set up an actor and make it spin? so if you had a tree and you were looking at it face on. could i make it spin if i have 4 views points. face on on, side right, side left and back. so if you animated all 4 views you would see a spinning tree? hope that makes sense.

how would i create this in gs?

Comments

  • SocksSocks London, UK.Member Posts: 12,822
    edited May 2015

    @helpme99 said:
    im new to GS, just having a peak under the bonet to see whats poss..

    is it poss to set up an actor and make it spin? so if you had a tree and you were looking at it face on. could i make it spin if i have 4 views points. face on on, side right, side left and back. so if you animated all 4 views you would see a spinning tree? hope that makes sense.

    how would i create this in gs?

    If there were only 4 views the 'spin' would be very crude, in fact so crude that it wouldn't register as a spin, you would need many more views to produce a convincing spin.

  • Bowhill GamesBowhill Games Member Posts: 191

    Yes it is it is just the animate behaviour drag the images in and set your number of frames per second, 4 frames will be a very basic animation like games from the 70. I think we see around 25-30 a second this being an ultra smooth animation (25 to 30 pictures) I think 12-16 would be suitable for a smooth mobile game animation

    (site currently under construction)
  • JimmyMesserJimmyMesser LondonMember Posts: 235

    Hi @helpme99

    I agree with @socks You need 8 frames for a fast spin minimum and 32 frames for a super smooth spin. Obviously it depends on what kind of effect you want to produce.

  • JimmyMesserJimmyMesser LondonMember Posts: 235

    Just to show you here is an 8 frame spin animation for one of my cartoon characters.
    Yes I have nothing better to do.

    https://drive.google.com/file/d/0B_Rk-GFlTEtuSmQ5WjFzM3ZoVk0/view?usp=sharing

  • SocksSocks London, UK.Member Posts: 12,822
    edited May 2015

    @Bowhill Games said:
    Yes it is it is just the animate behaviour drag the images in and set your number of frames per second, 4 frames will be a very basic animation like games from the 70s.

    1870s :wink:

    @Bowhill Games said:
    I think we see around 25-30 a second this being an ultra smooth animation (25 to 30 pictures) I think 12-16 would be suitable for a smooth mobile game animation

    Agreed, you generally lose persistence of vision below around 16fps (persistence of vision as a theory has been disproved, but afterimages (regardless of the cause) tend to persist for around 1/16th of a second on the retina).

    If we were to run the 4 tree frames at 16fps, it would 'spin' 4 times a second !

  • SocksSocks London, UK.Member Posts: 12,822

    @JimmyMesser said:
    Just to show you here is an 8 frame spin animation for one of my cartoon characters.
    Yes I have nothing better to do.

    https://drive.google.com/file/d/0B_Rk-GFlTEtuSmQ5WjFzM3ZoVk0/view?usp=sharing

    Nice ! :smile:

  • JimmyMesserJimmyMesser LondonMember Posts: 235

    Agreed 16 would be enough. 32 is me being a super freak.

  • SocksSocks London, UK.Member Posts: 12,822
    edited May 2015

    @JimmyMesser said:
    Agreed 16 would be enough. 32 is me being a super freak.

    Like you say it depends on what kind of effect you want to produce, for animation (drawn) you can get away with fairly low frame rates (not to be confused by how many images make up the 360° rotation).

  • JimmyMesserJimmyMesser LondonMember Posts: 235

    Indeed

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