Adding Animations

## Overview

In the "Animations" tool, you can manage various images used as objects, as well as a number of fine-tuned animations. You can also manage effects animations and particle animations used in sequences within the game with this tool. When adding a new animation, a settings window will display when you select the menu button at the bottom of the animation list or select "Create New Animation" from the context menu. After selecting a type of animation from the three types, the right side of the window will change.

### Three Types of Animation

There are three types of animation, as listed below, each with different functionalities and ways of being used.

## Motion Animations

The visible movements of objects (motions) are called motion animations. Most of the animations excluding tiles that can be placed in scenes, such as player characters and enemies, items, all kinds of gimmicks, and displays (UI), can be managed here. In Motion Animations, you can set up various movements using image resources, .gif animations, and so on as a base. You can also specify collision detection and attack detection.

Adding Motion Animations

When adding a motion animation, first add the resources you want to use. When you click "+", a separate window will open where you can register resources. When you've registered all the resources you need, select "OK" and an entry will be added.

Constructing Motion Animations

Motion animations are composed of multiple "motions". For example, in the case of a player character, in order to perform various movements such as "walk", "run", and "swing weapon", you'll need to prepare a motion that corresponds to each movement. You can assemble these motions and manage them as a single motion animation in the "Animation" tool. Also, you can use only one motion animation per object in the "Object" tool. Please put all the motions you want to use on the same object into one motion animation.

## Effects Animations

Animations used in various sequences. In the "Objects" tool, you can set them as runtime actions assigned to the action box. Just like motion animations, you can set up animations using image resources as a base, or import .gif animations and so on as resources and use them as effects.

Adding Effects Animations

The process is basically the same as for motion animations. Also, you can use only one effects animation for each resource you can register.

## Particle Animations

Animations that display irregularly shaped things using particles, such as fire, smoke, or water currents. Just like effects animations, they can be used in various sequences as runtime actions.

Adding Particle Animations

For particle animations, you can register one sample such as "Candle", "Fireworks", or "Fountain", and adjust the settings based on that sample. You can also select "Start with Blank State".

\* When registering a sample, the animation name will be the same as the registered sample.

\* You cannot change the sample after adding a particle animation.

## Screen View

   When "Animations" is selected in the tool selection menu, the screen below will be displayed.

1. Animations List
The animations and folders in the list can be rearranged by dragging and dropping, and organized using folders. Also, importing and exporting animations can be performed from the context menu by right-clicking.
2. Menu Buttons

 Add Folder
 Create Animation
 Delete Item

3. Editing Area
The configuration of the editing area changes according to the type of animation being created.
## Resource Registration Window

In the resource registration window, select a resource type, either "Image" or "Animation-only", and select the resources you want to register. You can also set up image partitions for images.

When a resource in sspj format is selected under "Animation-only", each animation in the resource will be displayed in the "Animation List", and you can select items to display in the preview area using the radio buttons.