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How to use PPVS Animation Editor - A Tutorial for Puyo Puyo VS 2.

1. 1. Getting Started

When starting the animation editor, the first thing you should do is start a new or load a new project from the menu bar. You can not begin a project before choosing which folder to work in. Prepare all your images, which must be in PNG format, and place them in your working folder. When saving, the data will be stored in the file "animation.xml".





2. 2. Defining sprites


After setting up your folder, you can start defining sprites. Go to the sprite tab. Enter a name for your sprite. Pick a PNG image from the image list. You have to define the boundaries of the sprite (dotted black square). By default the whole image is taken. Use the left mouse button to redefine it. Use the right mouse button to define the center of rotation of the sprite (the black circle). The boundaries and center are snapped to a 8x8 pixeled grid. Turn off the grid with the checkbox if you like. You can alter the blend mode, which is set to alpha by default (this is the standard mode). Change it to Add or Multiply if you need to. As the name indicated Add adds pixels colors and Multiply multiplies colors.



2.1. 2.1 Binding sprites


You can bind sprites to another so that they are positioned and rotated the same as their parent sprite. This is ideal for things like bodyparts. For example, look at the Raffine example below. Raffine has her body and hair separated. Make sure both parent and child sprites are in the same image (not a requirement, but it makes things easier). First define the parent (the body) as a normal sprite.



Secondly, define the hair (the body part) normally, but select the body sprite as parent in the list. By default, the child sprite will be positioned at the center of the parent sprite.



To change the position, check the "Set Child" box, which will let you set the offset of the child sprite. A green circle will appear at the parent sprite. Use the left mouse button to move this circle at the desired position of the child sprite. In this case, we want Raffine's hair to be positioned at Raffine's head. Add the sprite and you're done.



2.2. 2.2 Ordering sprites


Sprites are drawn in the order they are defined. You can see the order of sprites in the overview tab. The sprites that are higher in the list are in the back. So back to the case of Raffine and her hair, we should move the hair sprite above the body sprite so that the hair appears behind the body.



3. 3. Defining paths


Paths are used to move sprites along a path. Define paths in the paths tab. The background has 2 rectangles for guidelines, the outer one represents the screen size (640 x 480) and the inner one represents the player field size (192 x 336). The origin (0,0) is defined in the middle of the player field. A path should have at least 1 node, so by default the first node is defined in (0,0). You can move nodes by clicking and dragging them. To add new nodes, click the "Add nodes" button.



4. 4. Creating animations


After defining sprites and paths, you can edit animations in the animations tab. Decide which action for which sprite needs to be done. And all actions need to be done in a certain time frame. The time runs from t=0 up to t=120, which is about 2 seconds. Use the preview window to time your desired actions and use the "Start" and "End" button to set the start and end time to the current time in the preview window.
The meaning of all actions are explained below, as well as an explanation for styles. Add actions to the action list with the "Add action" button. Delete them from the list with the "Delete button". If you want to change an action, click one in the list and the settings will be loaded. When you press the "Replace" it will simply delete the selected and add the new action (if none is selected, it will simply add the action).



4.1. 4.1 Actions explained


Let's use an example of this Arle sprite:



There are a number of actions you can perform on a sprite:



4.1.1 Scale X

Change the scale in the x-direction of the sprite. 1 means it's scaled normally, 2 means it's scaled twice as large etc. Setting the scale to a negative number flips the sprite!



4.1.2 Scale Y

Same as Scale X, except it applies to the y-direction.

4.1.3 Transparency

All normal sprites start off with the transparency at 0
 (completely invisible). Change it to 1 to make them appear. This is usually the first action you need to set when creating an animation.

Child sprites on the other hand start at transparency 1, because their transparency is linked to the parent sprite. The bound sprite's transparency is automatically multiplied with the transparency of the parent.



4.1.4 Rotation

Set the rotation of a sprite in degrees (from 0 to 360). Child sprites have their rotation summed with their parent's sprite, so while rotating with the parent it can still rotate independently.



4.1.5 Move

All sprites start off at the origin (0,0), which is the middle of the field. When moving a sprite, they must move along a path. The start of a path s is indicated with s=0, the end is indicated with s=1. If you set s>1, then the position will be extrapolated with the slope between the last nodes. Same with s<0, except it extrapolates with he first nodes. If you don't want to move a sprite, but just set the position, it is recommended that you define a path with a single node. Read the explanation of "Set Offset" for an alternative method.



4.1.6 Color

This action makes sprites blend between colors. Blending with white (#FFFFFF) sets a sprite to its normal color. If you blend with red (#FF0000) a sprite becomes red. Set 2 colors to transition between them. Example:



4.1.7 Set rectangle

Redefine the boundaries of the sprite's image. This could be useful if you want to create a framed animation, though the editor is not meant for this kind of animation.

4.1.8 Set center

Redefine the center of rotation of a sprite. Warning: this action and the set rectangle action permanently change the property of a sprite. Set rectangle and center are useful for creating animations with frames.

4.1.9 Set offset

Offset the position of a sprite. Be careful, as this also offsets the position of paths! This can be useful if you want to reuse a path, but at a different position. 
Tip: Click on the preview window to fill in the x and y values quickly.

4.1.10 Set blendmode

Use a different blend mode for the sprite. Usually you want to keep it at the Alpha blend mode.

4.1.11 Play sound

This particular action has no relation to sprites. It allows a sound to be played at a certain time.

4.1.12 Set time

Set the time variable. This action is used to define a loop point. Set the end time as the loop point. Do not use this for any animation but the winning animation, as this is the only animation that loops.

4.2. 4.2 Styles explained


You may have noticed that you do not only set an action, but you also have to set a style. This is because the sprites' properties change in time: you decide the start and end time of an action. So you have to decide how exactly they change from one value to another. You have a number of options:





Let's look at examples with different actions applied with different styles.

4.2.1 Linear

Linear is the most "normal" method to change a value: in a straight line.
In formula form: y=t



Example: transparency can be set from 0 to 1 between t=0 to t=120 to make a sprite appear slowly. 



4.2.2 Quadratic

y=t^2



Example: dropping an object (the fall path is a simple vertical line). Objects that fall under gravity move quadratically, so the quadratic style is useful here. (Don't forget to set transparency to 1 so the object is visible)





4.2.3 Squareroot

y=t^(1/2)



Example: we want to rotate something that starts fast, but slows down a bit later. We can use squareroot (though cuberoot or exponential would work very well too). We define Arle's body and attach Arle's arm to it. (Arle_body = parent, Arle_hand = child)





4.2.3 Cubic

y=t^3



4.2.4 Cuberoot

y=t^(1/3)



4.2.5 Exponential

You can also change the factor growth factor α: y=exp(αt). Effects of increasing α:



You can also set α negative for a damping effect:



Example: Let's try the previous example. But this time we use a exponential damping to create a very fast movement at the start, but slow movement at the end. The effect is much stronger than squareroot!



4.2.6 Sin

A harmonic function where α acts as the wavenumber: y=sin(αt). For example α=1 means 1 oscillation:



Example: The sine function is very useful in combination with scaling. You can make a sprite spin around like you see very often in Puyo Puyo Fever.



Note that the sprite here starts at scale = 0 and ends at scale = 0. Think carefully about the number of waves if you want to end differently. For example waves = 1.25 would mean the sprite would end at scale = 1. 




To add more rotations: α=3 means 3 oscillations (Waves = 3):



4.2.7 Cos

Same thing as the sine function, except cosine starts at 1:



And with α=3:



4.2.8 Elastic

The elastic function is the combination of the exponential function with a harmonic function: y=exp(αt)*cos(βt).
Where α is the growth and β the wavenumber. Using this can create fun effects. For example with α=-4 and β=2, you will get a strong damping effect with 2 oscillations:



It's kind of like an elastic, so this is ideal for effects for things like bouncy puyos.

Example: Let's make a bouncy puyo: 
Set its transparency from 0 to 1 (linear) at t=0 to t=10.
Set ScaleX from 2 to 1 (elastic) alpha=-4 wavenumber=2 at t=0 to t=100
Set ScaleY from 0.1 to 1 (elastic) alpha=-4 wavenumber=2 at t=0 to t=100



5. 5. Final words

I hope you understand how to make animations now. I apologize for the confusing interface the animation editor has. Here are some tips I'd like to give you:

  1. An animation is 2 seconds (t=120), but this is very long! You don't have to use the full 2 seconds, keep animations short!
  2. Give your sprites logical names, because the editor does not group sprites.
  3. Save often and try your animations in the game.
  4. If you cannot make a sprite appear even though you set the transparency to 1, make sure it's not a child sprite or try to save it as a different png file.
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    7mo
    So I've been trying to use this for an SMB Mario Mod I have in the works, but for some reason, it's not working...
    Mario's image file is a PNG but I noticed that on the sprite list, he has a black box around him and in the animations section, he just doesn't appear, and I don't understand why it's happening...
    Bananite
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    4y
    what is the point of this??? This is just copy-paste of the help.html file that is included with the download
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    Mantra
    Sonic Boll Alpha Tester
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