[ < ] | [ > ] | [ << ] | [ Up ] | [ >> ] | [Top] | [Contents] | [Index] | [ ? ] |
Written by Michael Voase, mvoase@midcoast.com.au.
After you have created your sprite you are now probably wondering what you can do to bring your creation to life? In this section we explore the two ways in which you can introduce animation sequences to your sprite.
For the Crystal Space developer, there are currently two options for the production and management of sprite animation. The first option is frame based animation, referred to as an action, and the second is skeletal animation (which uses the external CAL3D library). As of writing this document, the two are separate. However, in the not too distant future I expect that this situation will change.
7.9.1 Introduction 7.9.2 Sprite Actions 7.9.3 The Sprite Action Interface
[ < ] | [ > ] | [ << ] | [ Up ] | [ >> ] | [Top] | [Contents] | [Index] | [ ? ] |