Here’s a slight enhancement of the original post, back in 2001 or something like that.
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original question:
How’s is best to approach designing a looping animation ? I’m thinking about doing some games effects.
response:
In this case you’d need to take the first few frames and blend them into the last few frames (and the last few blended into the first few). Does that make sense?
better response:
Yep, that’s the way it works, basicly, i’ve done it zillion times. Any editing application can do it. Here’s a short “how to”:
1. Render your clip in pIllusion, make it about a second longer than you want the loop to be. Save as PNG, with “save alpha” checked
2. Split the clip into two sections, one of which is the length of the loop, and the other is the “extra second” at the end.
3. Match the start frames of the two clips to same place in the timeline.
4. Do an one second crossfade (or a wipe or some other transition that looks as unnoticeable as possible) from the “extra second” clip to the “loop length” clip.
You now have a loopable animation you can export to file, as the last frame of the “loop length” clip is the frame that was in the original animation before the “extra second” clip.
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Is this clear enough? Does somebody have a more clear description?
Alan.
wondertouch