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Animation Control Release

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@ElemorSeru ElemorSeru released this 19 Oct 04:49
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Initial release of Animation Control. The idea is to have more control over an animation than looping the entire file. A portal can open, remain open for as long as you need, and then close when you trigger it, all from the same clip.

New -

  • Animation editor - Configure animated tiles, tokens, and scene backgrounds or foregrounds with a frame timeline and preview. Works with WebM and MP4, and once a file is prepared, animated GIF, WebP, and APNG play on the canvas too. Play it runs the real playback in the editor before you save.
  • Loops - Choose the part of a clip that repeats. Hold it until continued, for a number of loops, seconds, or combat rounds. Use a hard cut, blend the seam, or ping-pong the section forwards and backwards.
  • Find loops - Suggests sections that loop cleanly. The Seam pane plays just the joint, slowed down, so you can judge it without watching the entire clip every time.
  • Pauses - Stop on a particular frame until you continue it or its timer ends. Useful for things like a map flooding in stages or an effect waiting for the next event.
  • Multiple markers - Give one animation several loops and pauses, and choose whether releasing one carries on through the clip, jumps to another marker, or stops. You can also trim the start and end, choose what happens when playback finishes, and have an animation wait until you trigger it, either on its first frame or invisible.
  • Playback settings - Change speed, reverse prepared animations, spread copies of the same file so they don't all move together, and add Entering and Leaving fades or scaling to the clip and individual loops.
  • Sound controls - Set the sound level per object and choose what the sound does during a hold. Let it keep playing, loop a slice, duck it, or silence it. Slices are picked on a waveform with a crossfade, and sound follows playback speed and direction.

During Play -

  • Animation panel - Ctrl+Shift+A opens a floating panel for the scene you're viewing. Reach scene images, tiles, and tokens from one window, with shared controls for multiple selected objects and pause/resume for a group or the whole scene.
  • Canvas controls - The same playback controls are on the object's HUD with a right click. The panel can find and select objects, and copy one selected object's settings to the other selected objects whose files are prepared.
  • Shared playback - Commands and playback state are shared with the table. Refreshing, changing scenes, or joining late picks up the saved position, including animations paused on a particular frame.
  • Animation Library - Ctrl+Shift+L opens the library to scan, search, and prepare files. Includes folder groups, format and status filters, and preparing one file or everything currently listed.
  • Panel layout - Position, size, and folded groups are remembered per user. The panel rearranges itself as you resize it, and module settings include a reset position option.

Notes -

  • Each file has to be prepared once before it can be configured. Preparing and the animation panel are GM only.
  • System agnostic, with support for Foundry V12.328 through V14. Scene animation settings also account for V14 levels.
  • Settings belong to each object, so copies of the same file can behave differently. Objects you haven't configured keep their normal playback.
  • Preparing saves cached frames without changing the original files. You can adjust the frame count and resolution in module settings to suit your machine and the size of your animations.
  • Sound starts at zero until you raise it. It follows Foundry's Ambient Volume, and browsers may need a click before sound starts after joining the game.