Custom object animation only doing half animation

jedite1000

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I edited a tile piece and turn it into a custom character object, i finally got the size right however when i select stepping animation to animate it, the clock only moves the pendulum to 1 side and not both sides

Did i have the pendulum movement in the wrong order?
 

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BK-tdm

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Yeah the order is wrong, stepping animations only read 3 frames of the row not the entire 9 frames as you set it up (by default at least, there should be plugins for that)

Cut the top right frame and move it to the second row, last frame, then set the event to the center frame of that image and set it to stepping, that will give you a 3 frame pendulum clock, no detailed mid-swings on this method.

To use 4 frames you set it all up vertically on the middle frame and use "turn left,right,up" move routes (this is what default rtp doors and chests do).

And to use more than 4 frames non-plugin you need multiple spritesheet images, do the door/chest method, selfswitch to another page and repeat the facing move route as needed (adding pages as needed too) this all needs to be a parallel process for misc background objects like your clock.
 
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ATT_Turan

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Look at any other character file for reference - the images you would see for "stepping" are the three in the top row (one foot up, both feet level, other foot up) - the other rows of character images are facing in different directions.

BK's solution will work but, I think, look a little janky? If you do just what he suggests, you won't get a symmetric swing...in order to use all of the frames you have, you'd have to set up a repeating move route that faces in three different directions while stepping.

As far as I know.
 

dopan

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i think you need something like this:
(edited $clock img attached)

i took your img size so i am not sure if the IMG size is correct,,
..however as example from default stuff rpg mv how candles work ill attach a screenshot aswell

(candles dont move they just step thats why you dont need 4 rows.. only 1 row is required)

edit:
if you want to use all 4 rows, than the Clock will need a moveroute to trigger the wanted clock parts, like ATT_Turan
suggested)
(using moveroute could eat a bit fps, depending on how much stuff like this is used on the same map..but 1 clock event should not make much fps loss)
 

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jedite1000

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I see, yeah looks bit better now, it will have to do thnx
 

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