This example demonstrates how to create 2D frame animations in the Galacean editor. Through simple steps, you will learn how to create an animation clip for frame animation. If this is your first time using the animation editor, it is recommended to read the previous documents:
Before starting, we need to have the sequence frame images required for creating frame animations. Both sprite sheets and single-frame images can be used. This example uses a sprite sheet. If you don't have one, you can download the sprite sheet here.
There are three ways to import textures
:
Upload
-> Texture2D
Texture2D
For a detailed introduction to Sprite
, please refer to the Sprite document.
There are three ways to create a Sprite
:
Create
-> Sprite
+
and select Sprite
Upload
-> Sprite
, and then choose your single-frame image. This method will automatically create a Sprite
asset and bind the image as its texture
while importing the texture.Create three Sprite
assets, each corresponding to one frame in the sprite sheet.
If you are using a sprite sheet, you need to configure the appropriate Region
based on the number of frames. If you are using single-frame images, simply bind the texture as described in the first step.
Sprite
asset, click the Texture
property, and select the corresponding texture.Region
based on the number of frames. This example has three frames and only one row, so the Region
for each frame has a W
of 1/3 (the texture width
is also changed to 1/3 of the original) and an H
of 1.Region
for the other two Sprites
. The difference from the first Sprite
is that their Region
X
values are different, set to 0, 1/3, and 2/3, respectively.Sprite1
:
Sprite2
:
After binding the textures, the Sprite
assets will display the corresponding images as shown:
After preparing the Sprites
, we need to create an AnimationClip
(for an introduction to AnimationClip, please refer to the AnimationClip document). There are two ways to create an AnimationClip
:
Create
-> Animation Clip
+
and select Animation Clip
AnimationClip
assetentity
. According to the prompt, we need to select an entity
in the Hierarchy Panel as the target for editing the animation.Select the default entity
created by the editor (you can also click the +
button in the hierarchy panel to create a new one)
Create
button in the AnimationClip editor. The editor will prepare some work for you. In this example, you can ignore the understanding of these concepts for now.The preparation work includes:
Animator
component (detailed introduction) for the selected entity
and creating an AnimatorController
(detailed introduction) asset.AnimatorController
will contain an AnimatorState
, and the AnimatorState
will automatically bind the selected AnimationClip
and connect to the entry
node (for a detailed introduction to the entry
node, please refer to the AnimatorStateMachine document).Animator
component will automatically bind the AnimatorController
.After creation, you will open the AnimationClip editor as shown below:
MeshRenderer
component (if you created it yourself, ignore this step). Add a SpriteRenderer
component to the selected entity
.Sprite
assets we just created to the Sprite
property of the SpriteRenderer
component as the default Sprite
.entity
and switch to the 2D
viewAnimationClip
editor0:00
, then switch the Sprite
property of the SpriteRenderer
component to the first frame's Sprite
asset. Since our first frame is the same as the default Sprite
of the SpriteRenderer
component, we still select this Sprite
. In recording mode, the editor will automatically add the corresponding property and keyframe.0:20
and 0:40
, switch the Sprite
property of the SpriteRenderer
component to the second and third frame's Sprite
assets, respectively. At 1:00
, switch back to the first frame's Sprite
asset. The first and last keyframes are the same, so the animation will not jitter when looping. Click the play button to preview this AnimationClip
.This completes the creation of the frame animation AnimationClip
. For more operations on the animation editor, please refer to the AnimationClip document.
To learn how to use this AnimationClip
in your project, refer to the two documents listed at the top of the article.