bitdream / aseprite

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Animation - Keyframes + FPS #439

Open GoogleCodeExporter opened 8 years ago

GoogleCodeExporter commented 8 years ago
Making frames have a parent keyframe that can hold for however many instances 
of that same frame in the timeline.

Allowing movement of keyframes to be able to adjust timing quickly without 
having to go into adjusting the millisecond timing with each instance of 
wanting to lengthen one image of the animation. 

It will also make it easier to make sprite sheets that have a held frame with 
multiple duplicates. So for instance, if I wanted to have an image in the 
animation sprite sheet that had 6 duplicates, if I make changes to the master 
on the keyframe, it will make all the changes to the child frames, without me 
having to go through, copy paste everything over and over, to make a part of 
the animation hold longer.

Will make animation more intuitive and easier to retime. Think of it like using 
Adobe Flash's key frame + frame interface.

Original issue reported on code.google.com by alex.agu...@gmail.com on 4 Aug 2014 at 4:03

GoogleCodeExporter commented 8 years ago
The issue 389 can be implemented as a first step (the possibility to expand an 
image/cel to be duplicated in several frames). This issue adds the possibility 
to link instances of the same cel in other frame-ranges, so we modify one image 
and all instances are modified.

Original comment by davidcapello on 4 Aug 2014 at 12:36