Sure. I didn’t say I don’t know how to do it. Just that computers are good at this sort of thing.
I think that the normal case would be to export the entire animation, so by default the entire animation should be exported using the number of frames specified. Too jerky? Then add more frames. Very easy to understand and a much more intuitive process.
If you feel really attached to the way it is now, and think users like to fiddle with the numbers in this way, then you can always support both.
I’d be interested to hear from a user who likes it the way it is though to explain to me what they like about it. There’s no creative gain to be had other than doing math in your head as far as I can see…
Also, since the effect is called “Perfect Ring” maybe you should adjust the values in the master file so in the future it’s, um, perfect 🙂
Okay, slowly sinking in how this works, thanks.
I think I saw somewhere else a feature request related to this. Anyway, it would be nice if there was somehow an easier way to setup the combination of values.
Basically, when I look at the animation properties, it feels like the frames shouldn’t be related to the animation length. In other words, if I put 10 frames, it means to divide the animation up into 10 equally spaced keyframes and output those.
Otherwise I have to first keep adding frames until I think the whole animation is there, then I have to go into the Frame Step, get out my calculator and figure out what value to put into there that will give me the most frames that can fit into the sprite sheet.
Not intuitive or fun to do.
Cheers
Excellent, this seems to work!
I would have never thought to change this.
CHeers
Better yet, use yours 🙂
1. Open StarBursts.eff and then choose the second effect “Star BurstPerfect Ring”
2. Click on the Effect tab
3. Change the Grid Emission to 16
You can now see exactly the same spacing problem as my sample image. The lower right is closer together than the upper left. You can slow down the velocity to make it easier to see…