Hello everyone,
I’m starting to learn the basics of 2D animation using Unity and Sprite Manager 2 and I have a question regarding 2D animation. Let’s say I want to create a computer children’s storybook, and I’m working on one of the pages which contains a background of a pond with several lily-pads and one frog on it, all from a birds eye perspective. Let’s say that all the images are static except for the frog, which we will make leap from the current lily-pad he’s on to one that we select. Now I want to outsource the animation of the frog jumping forwards, but I’m not sure what my role as a programmer should be since I am new to this type of animation. In my mind, I envision two ways of approaching this. Let’s assume that the frog is 10 pixels wide and the distance for the frog to jump is 100 pixels…
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Have the artist create a 10x10 library of animated frames of the frog while I (as the programmer) flip through them like a flip-book and adjust the x or y position according to each frame. If this is the case, the job becomes much harder, especially if I have to take realistic physics and timing into account.
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Have the artist create a 100x10 library of animated frames of the frog while I flip through them like a flip-book. This puts the burden on the artist/animator (which I believe is where it should be) and all I have to do is flip through the sprites. The problem with this is that we have a lot of wasted space and performance will be terrible if you have several animations going on at once.
Now I can’t imagine that either of the above is correct; there must be some way of having the artist/animator create a 10x10 library of frames and specify the relative x/y offset of each frame from the base.
Cheers!
Anthony
p.s. If anyone has any book recommendations on digital animation from a programmer’s perspective (I’m big on teaching yourself) please let me know!