![]() You can also get the current Source Flipbook asset as well as set a new Source Flipbook asset to use, which will switch the animation.What are the key features of DigiCel FlipBook? This is where you can perform actions such as determining if the Flipbook is currently Playing, getting its current Play Rate, setting a new Play Rate, Starting, Stopping or Reversing etc. ![]() You will see that there are some actions that can only be taken with Flipbooks if you search in the Context Menu for Flipbook. This will Get the Flipbook Component at which point you can drag off it and call any number of Events or Functions on it. To access or affect the Flipbook Component in anyway, you will need to hold Ctrl and Drag-Drop the Flipbook Component into a graph. When you are ready to start working with your Flipbook Component, you can head to the Graph tab and see it listed under the Components section of the MyBlueprint window, along with any other Components that were added to the Blueprint. You can now apply different shapes to use as the collision for your Flipbook rather than specifying it on the Flipbook itself.Ībove we've created a simple blinking box Blueprint and added a Box Collision component to provide the collision for the box by changing the Box Extent values to encapsulate our box and changing the Collision Presets to Block All to provide the actual collision. For example, you can use a Box, Capsule or Sphere Component in conjunction with a Flipbook to provide the associated collision results you need.įor example, clicking the Add Component button inside your Blueprint and search for Collision: You can enter a numerical value for the initial Play Rate inside the Play Rate box.Īnd finally, set the color for the Sprite to use with the Sprite Color option.Īlthough it is possible to apply collision directly to a Flipbook (see Flipbook Editor Reference for more information), it is recommended that a collision shape be used instead for performance reasons. It is here you define the Source Flipbook that should be used, define the initial Play Rate and Sprite Color for the Flipbook to use.Ĭlick the None drop-down box to assign a Flipbook.Īny Flipbook assets will be available for selection in the pop-up window or you can create a new Flipbook asset from the option at the top. There are several properties that can be adjusted inside the Details panel for a Flipbook Component, however the most critical are found under the Sprite section. This will create a new Blueprint (prompting you to enter a name) and assign the Flipbook selected as a component of it automatically. With a Flipbook placed inside your level and selected, head to the Details panel. You can also add Flipbook Components to Blueprints by using Blueprint/Add Script option. You can then begin adjusting the Properties of the Flipbook Component inside the Details panel. Inside a Blueprint, Left-Click the Add Component button inside the Components window and search for and add a Paper Flipbook.Īfter adding the Flipbook Component, you will be prompted to enter a name for the component. You can add a Flipbook Component to a Blueprint from the Components window of a Blueprint. For more information on Flipbooks themselves, see the Paper 2D Flipbooks documentation. This page will show you how to add, access and modify Flipbook Components in a Blueprints. This includes things like adjusting the Play Rate, Playing, Stopping or Reversing the Flipbook, or even changing the Source Flipbook to a different Flipbook asset (useful for when you want to switch between Flipbook animations for a character for example). Inside the Graph tab, you can directly access and modify the properties of the Flipbook Component through your script. After adding a Flipbook Component to a Blueprint, you can specify the Source Flipbook asset to use, define the Flipbook's Play Rate or adjust the Sprite Color used in addition to standard options that are available to all components such as Transforming. Working with Flipbook Components in Blueprints is very similar to working with other types of Components in Blueprints.
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