Stepping Animation

Adams

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I have 3 gear frames that are 96x96 that I put in a png the same size as the default large monsters that are also 96x96. When I attach it to an object and check the stepping it appears to animate in the order 1-2-3-2-1 instead of 1-2-3-1-2-3. This causes the gears to appear to rock back and forth instead of rotate. If the frames are placed into an animated gif they give the illusion of rotation even though there are only 3 frames.


!$Other3.png
 

taarna23

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You don't appear to have asked a question, but yes... that's how the MV animations for stepping/walking work. You could put the frames vertically and use a move route to set the facing direction. Instead of stepping, have the frames as a column in the middle and use the turn options in a move route.
 

Adams

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What I was meaning to ask is if there was a way to make it go 1-2-3-1-2-3 instead of the other way in the stepping animation.
 

Shaz

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No, because 1-2-3-2-1 is the way MV (and Ace and VX) handle stepping animation.  If you don't want that order, you have to use column animation and a custom move route to change the facing direction.  Take a look at door and chest quick events, and see how that works with their spritesheets.
 

Jonforum

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What I was meaning to ask is if there was a way to make it go 1-2-3-1-2-3 instead of the other way in the stepping animation.

is good for animation
 

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