Animation File - A misnomer since the output is a single image.xxx.Type - The image type for the sprite sheet.Premultiply Alpha - Checked by default, this will premultiply the alpha for the sprite making it fit against any background.It can be increased for stylistic reasons. Frame Step - Set at 1, LightWave will render each frame between first and last.Last Frame - The last frame of your sprite sequence.First Frame - The first frame of your sprite sequence.If you want to have non-square sprites you can uncheck. Lock Aspect Ratio - With this checked, the Tile Height field is ghosted.Make the camera resolution much smaller than your tile and the sprites will be pixelated. Make the camera resolution much bigger and the render will take longer than it needs to. Your camera resolution will still be rendered at, then each frame will be sized to fit this number. Tile Width - How wide each sprite will be.Tile Columns - The number of tiles across you want for your sprite sheet.It will create a single image that can be referenced by game engines to provide animation in games. SpriteGen is an output to create sprites for games. When you select Field Rendering, an Options Panel appears where you can select the type of image to save and set the field dominance. The interpolation works best when you use Field Rendering (Camera Properties Panel). This converts an animation from 24 fps (film speed) to 30 fps (NTSC video speed) by rendering 30 frames for every 24 of the original animation. If you are using either storyboard function in realistic render mode, it’s a good idea to turn off antialiasing and effects you may have activated, just so you can make the storyboards more quickly. The 100 frames of this animation create three Storyboard images at 1280x720, or seven at 5120x2880 when using 4x Storyboard. The 4X Storyboard will composite the images together at the size you render at, making for large images if you render at video resolution. The standard storyboard makes a grid of 6 x 5 images with each image of 30 frames no bigger than the full individual image size (so a 640 x 480 storyboard frame will contain a grid of 30 images that would normally be 640 x 480). LightWave renders out each frame and pastes them together in grids of either 4 x 4 or 6 x 5 images, skipping every fifth frame. They are unusual in the sense that they don’t make an animation, but rather a series of images as a storyboard. There are two storyboards in the list of file formats. They can only be played within LightWave itself. NewTek experimental codecs for creating HDRI animation. QuickTime Special Animation TypesĪlthough most of the animation file types are self-explanatory, there are some that may require some explanation. You can choose from the system AVI that shows all system AVI codecs, or NewTek's own DirectShow AVI output. If you set the resolution the same as the original frame size and save an animation, you will rapidly convert your still frames into an animation. Simply use the sequence as a background image sequence in an empty scene. A file sequence is easily made into an animation using LightWave.
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