animation editor
continued working on the animation system and made the editor UI….
animation editor
there’s now a Sprite Animation Editor
you can:
- choose the spritesheet texture
- edit rows / columns / spacing
- create, rename and delete clips
- toggle looping per clip
- edit individual frame indices + durations
- move frames up / down
- duplicate / remove frames
- expand / collapse the frame list
also added range generation so adding a normal animation doesn’t make you manually enter every frame one by one…..
theres also an Apply FPS to All Frames button !
preview
added a live preview for the selected clip.
you can play, pause and restart it woaw
it shows the current clip frame and spritesheet index while it runs….
project browser integration
animation assets are properly integrated into the project browser now too
there’s an Animations section where you can create, import, edit and delete animation assets
creating a new one lets you choose its path then opens it in the animation editor.
the animation asset workflow is mostly usable from inside the editor :D
erm even more
enginelib changes for the new systen that i still have to document…
(Play() Restart() etc)
some cleanup
working on… some mostly const-correctness, explicit casts, ranges, include cleanup and some other small stuff etc etc.. god bless resharper c++
also cleaned up some EngineLib entity wrapper code around registry locking so it can create wrappers safely when the registry mutex is already held
spritesheet used in video attached for testing is : https://opengameart.org/content/animated-butterfly
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