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Help with "Interpolate" options in FF3?


bingobongobango

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All the interpolate commands work like so:  They take the number of ticks from the frame directly before they're called, and over the course of those ticks they smoothly space out whatever changes come between that frame (the frame before), and the frame after.  So say you wanted to use "interpolate blend" to make a sprite go from invisible to opaque over the course of 20 ticks, and then remain opaque for 10 ticks.  In text form, that would look like this:

1, 1,  0, 0,  20,  , AS0D255
interpolate blend
1, 1,  0, 0,  10,  , AS255D0      ; It's possible to make this last frame 0 ticks if you want.

You can add it using either the animation text, or through the regular FF interface.  Either way, open FF3 go to the animation tab and open the animation you want. 

___/ Using the Animation Text
In the left panel, click the "open animation as a text file" button, just to the left of that cactus lookin the "save animation as .gif" button.  Find the frame you want the interpolation to begin on, and directly under it on a new line, write "interpolate offset" (or blend or whatever you want).  Make sure the line above has the number of frames you want the interpolation to take and all the values you want it to start at.  Then on the line after "interpolate whatever", make sure the data has all the values you want the interpolation to end on.  When that frame begins, normal animation resumes. (see the above example)

___/ Using the Regular Interface
In the top panel, click the "Show / Hide the Organizer (right panel)" button, so the right panel is a series of thumbnails, rather than a list of the characters animations.  Then go to the frame in the animation you want the interpolation to start at.  In the right panel, underneath X scale  Y scale  Angle you'll see "Interpolate:"  Check the box underneath it that corresponds to the type of interpolation you want.  Then go to the next frame, and make sure everything is set where you want the interpolation to end.  The beginning of that frame will be where the interpolation gradates to, and normal animation resumes.

Hope this helps :)


EDIT:
There's a bit of a bug I forgot to mention.  Sometimes if you mess with just the angel, FF will erase it.  To get by it, you'll need to add in the x and y scale as 1.  Assuming that's what you want them to be anyway.
e.g.
group, element,  x offset, y offset, ticks, flip, alpha, x scale, y scale, angle
g, e,  x, y,  t   ,f , a, X, Y, A
1, 1,  0, 0,  20,  ,  ,    ,   , 13.25   ; <- might break FF

1, 1,  0, 0,  20,  ,  , 1 ,1 , 13.25   ; <- should be ok


 

 

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