

When you are happy with the initial settings, you will want to record the parameter keys (or keyframe s) - which is simply the name given to the values for scale, rotation and position that a specific asset key has at a any point in the dope sheet timeline.At this point, you'll usually want to position the asset in the canvas at its initial position for the start of the sequence, and add in any initial transforms, like scale or rotation.The asset track is simply the name of the track that contains the asset, while the asset key is a bar that is drawn to symbolise the number of frames that the asset will be animated over in the sequence. This will create an asset track in the Track Panel, and add an asset key to the Dope Sheet.Next you'd drag an asset (sprite, object, sound or sequence) into the editor canvas.First you'd create your sequence from the Asset Browser, which will open it the Sequences Editor.

The general workflow for creating a sequence is as follows: For more information on the coded aspect of sequences, please see the section on the Sequences Functions.īefore continuing to explain the details of the editor, we'll take a moment to explain how a sequence is created as well as some keywords that are used in the descriptions so you'll have a more thorough understanding of how the Sequences Editor works.
CLIP NOTE STUDIO MOVE CANVAS KEY CODE
Note too that you can have sequences within sequences to create complex animations and effects, and sequences can also be accessed and changed through code to give you as much control as possible over how they will be displayed and used in your game. Dope Sheet - where you add/remove/edit the keyframes of the tracks and control how they behave over time.Track Panel - where you add/remove asset tracks and parameter tracks to your sequence.Canvas - where you place the assets that make up the sequence.All editing of a sequence takes place in the Sequence Editor which is essentially comprised of three areas: The assets you add are assigned to specific tracks within the sequence and these tracks can then have different attributes applied to them - called keyframes - which can be static or change over time. They can contain sprites, instances, sounds and other things, and each of these can be set to move or change colour, or start/stop animating over time within the sequence itself.

A Sequence is essentially a collection of assets that perform a dynamic animation over time.
