Basics of Avatar Animation

MYTY Kit supports both bone animation and frame animation.

Avatar decomposition

โœ… To make an avatar move, we must first decompose it.

  • For example, to make the eyes blink, we need to separate the original image into an image of the face and an image of the eyes. Similarly, to make the hair move, we need to separate the original image into an image of the hair and an image of the head.

โœ… Define which parts you want to give movement to, and decompose them into layers.

  • Each decomposed layer (sprite) can be bone-animated by โ€œimplantingโ€ bone(s) into it (rigging).

โœ… In addition to giving movement to an existing image, you can display a different image altogether.

๐Ÿฆด Bone animation

  • Bones can be โ€œimplantedโ€ to an avatar to simulate human-like joint movements.

To use Bone animationโ€ฆ

  1. Define parts that you want to give movement to, and decompose them into layers.

  2. If youโ€™d like to bind more than one bone to an image layer, use the โ€œBone Weightโ€ function.

๐Ÿ‘‰ See more details

๐ŸŽญ Frame(Sprite) animation

  • When the user makes a particular movement, a corresponding image (sprite) is is displayed. This is useful when the desired animation requires a change in the frameโ€™s graphic elements.

  • For example, you can set a different graphic (sprite) for the avatarโ€™s default Eyes&Mouthand the Laugh eyes&mouth. When the user laughs, the default Eyes&Mouthwill be changed to the Laugh eyes&mouth graphic.

To use Frame animation

  1. For frame animation to work properly, all involved layers must be organized a certain way.

  2. In the example above, we will frame animate the Eyes and the Mouth.

  3. Decide which will be the default sprites (for when the person has a neutral expression) and which will be the animation sprites (for when the person is actively talking or blinking etc).

  4. Keep the default sprites under the Face > Eyes, and the Face > Mouth folders (groups). This will result in the following three layers: Face > Eyes > DefaultEye_R (layer) Face > Eyes > DefaultEye_L (layer) Face > Mouth > DefaultMouth (layer)

  5. Create a new root folder (group) called Animation, and create children folders (groups) that mimic the organizational hierarchy of the three layers in the previous step. This will result in the following folders: Animation > Face > Eyes > DefaultEye_R (folder) Animation > Face > Eyes > DefaultEye_L (folder) Animation > Face > Mouth > DefaultMouth (folder)

  6. Move all animation sprites and a copy of the default sprites to their respective folders. This will result in the following ten layers: Animation > Face > Eyes > DefaultEye_R > DefaultEye_R, AngryEye_R, SmileEye_R (layers) Animation > Face > Eyes > DefaultEye_L > DefaultEye_L, AngryEye_L, SmileEye_L (layers) Animation > Face > Mouth > DefaultMouth > DefaultMouth, SmileMouth, LaughMouth, AngryMouth (layers)

How can I setup the default sprite of still image which will be applied in Sprite Animation?
  • The last (bottom) image in each group of the animation directory is set to a default image. You canโ€™t change it as you import a PSB file.

All image layers and folders under the โ€œAnimationโ€ folder must retain the same organizational hierarchy as the original it was duplicated from.

๐ŸŒŸ Is this your first time with avatar animation?

MYTY Kitโ€™s recommendation for decomposing original images

Naming

  • All folders and image layers should be named in English

  • Itโ€™s a good idea to choose a case or a combination of cases, and stick to it. For example, a combination of the CamelCase and snake_case would result in โ€œLayer_Name,โ€ as seen in the images above.

  • For parts that come in left-right pairs, distinguish between โ€œLayer_Name_Lโ€ and โ€œLayer_Name_Rโ€

Order

  • The order of folders and image layers in the Layers Panel defines the position of each layer, and determines if a particular layer appears behind or in front of other layers.

  • If a layer is at the top of the stack, the objects in the layer will appear in front of all other layers.

Grouping

  • Group layers belonging to the same part together.

  • For example, you can make layer groups in the following fashion: (The exact order and naming is at your own discretion)

    • Hair

    • Accessaries

    • Face

    • Body

    • Head

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