

If you export the animation and play it back, you’ll see the same problem we had with our very first export–it hangs for a frame as it loops because the first and last frame are identical. I’ll spare you the trouble of exporting it. Oh yeah and double click on Layer 1 to access its properties and set it to Tiled! Otherwise it won’t wrap around properly. For Group 1, modify the transform so the ball is hanging halfway off the right edge of the canvas. You can even hold alt and drag the Transform keyframe to copy it to frame 7. So how do we smoothly animate (and loop) the ball bouncing across the screen? Let’s start by adding a new frame (7) and setting the Transform of Layer 1 to be identical to that in frame 1. Moving Group 1 halfway across the screen at frame 4 gives us a very awkward animation: Use a group to animate horizontal movement with a different tween type.

Where do we put the Transform keyframe? With Loop-to-First enabled, we can’t edit our last frame without changing our first frame. This lets us animate the horizontal motion with a separate tween type than vertical motion–gravity produces a parabolic trajectory, and our horizontal motion is linear. But what if we want our bouncing ball to move horizontally? Let’s start by putting this layer into a group. Let’s make the animation a little more believable now by right-clicking the Transform keyframes at frame 1 and 4 and setting their tweening to ease-in and ease-out, respectively. If you export now, you’ll see that your animation now has just 6 frames and loops smoothly: No duplicate frames this time. It’s there to show you that animated properties (such as layer transform) will use the values from frame 1 as a keyframe that lives just past the end of the animation. That’s because it’s essentially an alias or reference to frame 1. You’ll notice a new frame is now shown at the end of the timeline, but you can’t edit it. Now, click on the little gear icon at the lower right part of the Timeline to open Animation Settings. (Unless we added a keyframe to the Transform track in frame 6 BEFORE we delete frame 7, but there’s a better way.) Go ahead and delete frame 7. We could fix this by removing the last frame (7) from the animation and manually positioning the ball in the new last frame (6), but we probably wouldn’t be able to get it quite right. See the problem? Even though the ball returns to its initial position, it hangs in the air for one frame, motionless. The ball now has three positions over seven frames, and the exported animation looks like this: Our first attempt at a looping animation. Make sure the key next to the Transform channel is enabled (blue) and use the Transform tool (T) to move the ball downward in frame 4 and back to its original position in frame 7. Switch to Timeline mode, add 6 frames, and expand the little arrow next to Layer 1. Now let’s animate this ball as it bounces up and down. Blob with all the settings maxed made the ball a bit more round. I find the looping options in particular to be somewhat difficult to explain without the benefit of images, so I’m giving it a shot here with some GIFs to help. It also adds some new animation settings you can use to export smoother animations, including looping ones.
#HEXELS ANIMATION TUTORIAL UPDATE#
Hexels 2 Isometric Room by Andres Reinot - īesides our subreddit, we share things on our Tumblr, Facebook and Twitter so feel free to follow or submit any art to those accounts for Feature Friday.The Hexels 2.5 update we recently released adds animated layer properties such as transforms and post-effects. Hexels 2 Forest Speedpaint by Andres Reinot. Poltergeist - Creepy Clown by Mark Knight. Hexels, A Brief Introduction by Mira Karouta. Isometric assets using Hexels by Stranded Soft. Trixels tutorial by Niall Taylor (Entea Games Design). Hexels 2: The Grand Tour by Mira Karouta. We’re hoping to use Reddit as more of a sharing and knowledge hub for our users, so if you share (or have shared) any helpful tips, feel free to post them here and we will add them to the list! We’ve compiled a list of Tips & Tutorials and some Speed Art links made by our community of artists for everyone's benefit.
