Creation/Dev/Gani Movie

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Revision as of 10:37, 1 July 2007 by Stefan (talk | contribs) (Reverted edits by Anti-Up (Talk); changed back to last version by Stefan)

Gani Movies FAQ

by Kiirar

A gani movie is a gani file, which may or may not combine several ganis, text and sounds to form an animation. Here Kiirar is to give you a guide to making a gani movie. Now, open up Graal Shop and in the top right corner, you should see a button called "Movie Mode". Click it.

Let's get started.

The Basics

This little device will be quite cruicial in making movies. It decides on the length of your movie. Ganimovie1.gif This is what it should look like.

The numbers along the bottom are the numbers of seconds in the animation. You can extend or retract this by grabbing the red square with your cursor and dragging it right (to extend it), or left (to retract it). The triangular shape denotes at what time frame you are in at this moment. It is currently at 0. Drag it along to number one. Ganimovie2.gif

This is the result

The time box now reads '1.00'. You are now in the time frame of 1.00. It will look no different, until you add things. Now, grab the square button. And drag it left to four, it will decrease the total time the gani will take to play. It should look now like this. Ganimovie3.gif

But I digress. Now, the bar on the right. It should look like this.

Ganimovie4.gif

This is what it should look like.

If you clicked the Graal2002 ganis button, Graal 2002 player ganis will be used. We'll leave it unclicked for now. The length button, here you can change the length of the gani, similar to using the square to drag out the time. The next two buttons are to tell if the gani is looped or continuous. Self-explanatory. Back. color is the background colour of the Graalshop background, I prefer default. The next few I believe you will not need. Or I haven't found a use. Also, you can add sprites in as you would in regular ganis also.

Ganimovie5.gif

Objects

Okay, set all your time frames to default. (Triangle = 0, Square = 5) Now. Let's add an actor. Click on this button if you can find it. Ganimovie6.gif

This should be the result of your click

Ganimovie7.gif

This is Actor1. The number will change depending on the amount of actors.

Now you have an actor which resembles Stefan, let's change that ugly look, ne? But first, take a look at the time bar.

Ganimovie8.gif

See that blue circle? Funny the things you learn in geometry nowadays.

That blue circle is the keyframe. It is that actor's keyframe, it will only matter to him. A keyframe is a frame that you give the actor/text/sound instructions, and those instructions will be carried out until the next keyframe is reached, then a new set of instructions will be given. You can delete keyframes apart from the first keyframe. Now, changing the actor's attributes.

Here is the first set of Gani attributes.

Ganimovie9.gif

Now, Actor1, even though it wont show up on the client. Is still bad. Let's change it to something nice. Like Kiirar. Playerlook will make the character return to the default look. Leave this set to false. Now, the blue circle next to visible means that the instructions for that particular attribute are being altered in this keyframe. Visible set to false means the actor will disappear. Keep it set to true for now. DX and DY are the x and y of the actor in the gani. The layer is the layer the actor is in, it's unlikely you'll need to alter it. But mlah, if you increase it, he will be be placed above anything on layer 1, and vice versa. The ani in this keyframe is set to the most famed gani, idle. You can set this to any ani you have in your graal folder, and the actor will play it out. Set it to sit for now. Dir is the direction the character is facing. 0-Up 1- Left 2- Down 3- Right. Keep that at two. Now, enter in the box 'chat', 'Kiirar rocks'.

A blue circle will appear next to it, signalling that the chat attribute has been altered in this keyframe. You can create new keyframes by moving the triangular play button to a different time frame, and altering an attribute in that frame. Now, to get rid of the first Stefan look. Change the head from head19.gif, to head1331.png. And huzzah, in the keyframe, the head changes. If it is set in a keyframe after the first, it will use the default head until the keyframe in which it is set to head1331.png. Same with body. Set it to body13.png

Things are starting to look good. Now. The next boxes are the attributes. You will have learned about these in Karsh's FAQ. Attr1 is the hat of the actor. For fun, set it to hat68.png. Not my usual luck, but mlah. The next three boxes will be the params, also learned in the regular gani FAQ.

Ganimovie10.gif

After the parameters, is the sword, shield and colours section. Change the sword and shield how you wish. Color 0 is the skin, color 1 is coat, color 2 is the sleeve, color 3 is the shoe, and color 4 is the belt. Set them to this 0 - orange 1 - darkgreen 2 - black 3 - black 4 - black Thus ends the actor attributes. You should have your character appear like this.

Ganimovie11.gif

Now, we'll make him move. Click on the dx, and dy of the current keyframe, and press enter. This just makes sure that the instructions were set this turn.

Ganimovie12.gif

Now, move the time bar triangle to two. Your actor should stay in the same place, doing the same thing, this is because it hasn't been told to do otherwise. Now that you are in time frame 2, grab your character and drag him right. A new keyframe has been created. You can alter attributes, and once the time reaches that keyframe, any attributes altered will take effect. Remove Kiirar Rocks from the chat attribute. Now, press play. The character should automatically walk over to the spot designated in the keyframe, and once he reaches it, Kiirar rocks will be deleted. Try experimenting a bit with different ganis and keyframes, now we move onto text.

Return to timeframe 0.00 and click on this button.

Ganimovie13.gif

Right. It should appear where your kiirar actor is. You can drag it around in this time frame, drag it above Kiirar. You are familiar with attributes by now, and can guess what they do, so I'll dispense with the screenshot. But, when you reach an attribute called Zoom. Set it to 0.2. Now move to timeframe 2.00. The text will be there, minutely. In this frame, set the zoom to five. Press play, and watch the text arise.

There are many other effects you can use, so I'll leave you to experiment.

Now, see the loudspeaker button next to the text button, click it and a sound will appear. A sound can only appear in one time frame. So, set the time frame to 1.50. Click the sound button in this frame. The only attribute that may be of concern is filename. Set it to chest.wav. It will then play chest.wav in this frame. Now you've grapsed the basics of things, I'll leave you to it.

Ganimovie14.gif

Oh, here is the gani I helped me make :D

The Gani

GANI0002
SPRITE    0         SPRITES    0    0   24   12 shadow
SPRITE   10          SHIELD    0    0    6   18 shield up
SPRITE   11          SHIELD    6    0    8   20 shield left
SPRITE   12          SHIELD   14    0   16   20 shield down
SPRITE   13          SHIELD   30    0    8   20 shield right
SPRITE   40           ATTR1    0    0   48   48 hat up
SPRITE   41           ATTR1   48    0   48   48 hat left
SPRITE   42           ATTR1   96    0   48   48 hat down
SPRITE   43           ATTR1  144    0   48   48 hat right
SPRITE   44           ATTR1    0   48   48   48 hat pull up
SPRITE   45           ATTR1   48   48   48   48 hat pull left
SPRITE   46           ATTR1   96   48   48   48 hat pull down
SPRITE   47           ATTR1  144   48   48   48 hat pull right
SPRITE   48           ATTR1    0   96   48   48 hat dead
SPRITE  100            HEAD    0    0   32   32 head up
SPRITE  101            HEAD    0   32   32   32 head left
SPRITE  102            HEAD    0   64   32   32 head down
SPRITE  103            HEAD    0   96   32   32 head right
SPRITE  104            HEAD    0  128   32   48 head pulling up
SPRITE  105            HEAD    0  176   32   32 head pulling left
SPRITE  106            HEAD    0  208   32   32 head pulling down
SPRITE  107            HEAD    0  240   32   32 head pulling right
SPRITE  108            HEAD    0  272   32   32 head pushing up
SPRITE  109            HEAD    0  304   32   32 head pushing left
SPRITE  110            HEAD    0  336   32   32 head pushing down
SPRITE  111            HEAD    0  368   32   32 head pushing right
SPRITE  112            HEAD    0  400   32   32 head hurted up
SPRITE  113            HEAD    0  432   32   32 head hurted left
SPRITE  114            HEAD    0  464   32   32 head hurted down
SPRITE  115            HEAD    0  496   32   32 head hurted right
SPRITE  116            HEAD    0  528   32   32 head dead
SPRITE  200            BODY    0    0   32   32 body up
SPRITE  201            BODY   32    0   32   32 body left
SPRITE  202            BODY   64    0   32   32 body down
SPRITE  203            BODY   96    0   32   32 body right
SPRITE  204            BODY    0   32   32   32 body walking1 up
SPRITE  205            BODY   32   32   32   32 body walking1 left
SPRITE  206            BODY   64   32   32   32 body walking1 down
SPRITE  207            BODY   96   32   32   32 body walking1 right
SPRITE  208            BODY    0   64   32   32 body walking2 up
SPRITE  209            BODY   32   64   32   32 body walking2 left
SPRITE  210            BODY   64   64   32   32 body walking2 down
SPRITE  211            BODY   96   64   32   32 body walking2 right
SPRITE  212            BODY    0   96   32   32 body walking3 up
SPRITE  213            BODY   32   96   32   32 body walking3 left
SPRITE  214            BODY   64   96   32   32 body walking3 down
SPRITE  215            BODY   96   96   32   32 body walking3 right
SPRITE  216            BODY    0  128   32   32 body walking4 up
SPRITE  217            BODY   32  128   32   32 body walking4 left
SPRITE  218            BODY   64  128   32   32 body walking4 down
SPRITE  219            BODY   96  128   32   32 body walking4 right
SPRITE  220            BODY    0  160   32   32 body walking5 up
SPRITE  221            BODY   32  160   32   32 body walking5 left
SPRITE  222            BODY   64  160   32   32 body walking5 down
SPRITE  223            BODY   96  160   32   32 body walking5 right
SPRITE  224            BODY    0  192   32   32 body sword1 up
SPRITE  225            BODY   32  192   32   32 body sword1 left
SPRITE  226            BODY   64  192   32   32 body sword1 down
SPRITE  227            BODY   96  192   32   32 body sword1 right
SPRITE  228            BODY    0  224   32   32 body sword2 up
SPRITE  229            BODY   32  224   32   32 body sword2 left
SPRITE  230            BODY   64  224   32   32 body sword2 down
SPRITE  231            BODY   96  224   32   32 body sword2 right
SPRITE  232            BODY    0  256   32   32 body sword3 up
SPRITE  233            BODY   32  256   32   32 body sword3 left
SPRITE  234            BODY   64  256   32   32 body sword3 down
SPRITE  235            BODY   96  256   32   32 body sword3 right
SPRITE  236            BODY    0  288   32   32 body sword4 up
SPRITE  237            BODY   32  288   32   32 
SPRITE  238            BODY   64  288   32   32 
SPRITE  239            BODY   96  288   32   32 
SPRITE  240            BODY    0  320   32   32 body grabbing up
SPRITE  241            BODY   32  320   32   32 body grabbing left
SPRITE  242            BODY   64  320   32   32 body grabbing down
SPRITE  243            BODY   96  320   32   32 body grabbing right
SPRITE  244            BODY    0  352   32   32 body pushing2 up
SPRITE  245            BODY   32  352   32   32 body pushing2 left
SPRITE  246            BODY   64  352   32   32 body pushing2 down
SPRITE  247            BODY   96  352   32   32 body pushing2 right
SPRITE  248            BODY    0  384   32   32 body pushing3 up
SPRITE  249            BODY   32  384   32   32 body pushing3 left
SPRITE  250            BODY   64  384   32   32 body pushing3 down
SPRITE  251            BODY   96  384   32   32 body pushing3 right
SPRITE  252            BODY    0  416   32   32 body pulling1 up
SPRITE  253            BODY   32  416   32   32 body pulling left
SPRITE  254            BODY   64  416   32   32 body pulling down
SPRITE  255            BODY   96  416   32   32 body pulling right
SPRITE  256            BODY    0  448   32   32 body lifting up
SPRITE  257            BODY   32  448   32   32 body lifting left
SPRITE  258            BODY   64  448   32   32 body lifting down
SPRITE  259            BODY   96  448   32   32 body lifting right
SPRITE  260            BODY    0  480   32   32 body hands up
SPRITE  261            BODY   32  480   32   32 body hands left
SPRITE  262            BODY   64  480   32   32 body hands down
SPRITE  263            BODY   96  480   32   32 body hands right
SPRITE  264            BODY    0  512   32   32 body carrying1 up
SPRITE  265            BODY   32  512   32   32 body carrying1 left
SPRITE  266            BODY   64  512   32   32 body carrying1 down
SPRITE  267            BODY   96  512   32   32 body carrying1 right
SPRITE  268            BODY    0  544   32   32 body carrying2 up
SPRITE  269            BODY   32  544   32   32 body carrying2 left
SPRITE  270            BODY   64  544   32   32 body carrying2 down
SPRITE  271            BODY   96  544   32   32 body carrying2 right
SPRITE  272            BODY    0  576   32   32 body carrying3 up
SPRITE  273            BODY   32  576   32   32 body carrying3 left
SPRITE  274            BODY   64  576   32   32 body carrying3 down
SPRITE  275            BODY   96  576   32   32 body carrying3 right
SPRITE  276            BODY    0  608   32   32 body carrying4 up
SPRITE  277            BODY   32  608   32   32 body hurted up left
SPRITE  278            BODY   64  608   32   32 body carrying4 down
SPRITE  279            BODY   96  608   32   32 body hurted down
SPRITE  280            BODY    0  640   32   32 body carrying5 up
SPRITE  281            BODY   32  640   32   32 body hurted left
SPRITE  282            BODY   64  640   32   32 body carrying5 down
SPRITE  283            BODY   96  640   32   32 body hurted right
SPRITE  284            BODY    0  672   32   48 body pulling2 up
SPRITE  285            BODY   32  672   48   32 body dead

FRAMES 100
BACKCOLOR #008200
DEFAULTATTR1 hat0.png
DEFAULTHEAD head19.gif
DEFAULTBODY body.png

MOVIE
  ACTOR CHAR Kiirar
    FRAME 0 ani=walk,attr1=hat68.png,body=body13.png,chat=Kiirar rocks,color0=orange,color1=darkgreen,color2=black,color3=black,color4=black,dir=3,dx=0,dy=0,head=head1331.png,horse=ride.png,layer=1,playerlook=false,shield=shield1.png,sword=sword1.png,visible=true
    FRAME 40 ani=idle,chat=,dir=3,dx=263,dy=-8
  ACTOREND

  ACTOR SOUND Sound1
    FRAME 30 dx=0,dy=0,file=
  ACTOREND

  ACTOR TEXT Text1
    FRAME 0 bold=false,centered=false,color=FFFFFF,dx=8,dy=-80,font=Tempus Sans ITC,fontsize=2.8,italic=false,layer=3,rightaligned=false,shaded=true,strikeout=false,text=text,underline=false,visible=true,wordwrap=true,zoom=0.2
    FRAME 40 fontsize=70,zoom=5
  ACTOREND
MOVIEEND