Animation Optimization Best Practices.

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  • I'm making a children's book app. I have a bear I've animated in CTA5. Its massive at 1080 x 1920. Just this one animation makes the game 1GB in size.

    I've not been able to find help (I'm used to rendering in 4k for video :D ) on how to animate my characters without the massive size. How do I make/animate a vector character with low footprint size for my C3 apps?

    Is there a size tutorial, theory, that helps one understand how to animate to optimize for the game size? Even if I shrink the assets in my animation software, its still massive.

    How can I use SVG graphics from illustrator, to have smaller footprint size on animations.

    I have 8 characters to animate 8 sequences each. Just the png transparent exports on one of these characters, optmized and sized down is almost 500mb..., I've got 64 more to go, and I'm already at 500mb in size...

    Please help. The attached image shows 1805 MB and I've only replaced one of my placeholder characters with one sequence of 8 animations, and have 8 more characters X 8 sequences to go.

    How do I approach this in C3?

  • Hi. You have too big frame resolution and too many frames for a smooth picture.

    You can upload your bear in parts and animate it through the timeline.

    And even if you watch the result on a screen with a higher resolution like 2k or 4k in such simple images there is no difference in sprites 512 and 1024 and 2048 there are no small details like hairs or pips or skin folds that will be soapy, your sprites will look great.

  • Hi. You have too big frame resolution and too many frames for a smooth picture.

    You can upload your bear in parts and animate it through the timeline.

    And even if you watch the result on a screen with a higher resolution like 2k or 4k in such simple images there is no difference in sprites 512 and 1024 and 2048 there are no small details like hairs or pips or skin folds that will be soapy, your sprites will look great.

    Thank you for this feedback. So rather than animate outside of Construct3, you are suggesting exporting each part and animating within C3?

    How would I animate say, the face moving around? I'm an animator and use outside software, but am not sure how I would achieve animation results within C3.

    Thanks!

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  • A lot is going to depend on your style of animation but it's a good suggestion to use the timeline feature (which is basically a version of construct animate within C3 as I understand it). Breaking your art down into parts and animating it there could work, but may also be tedious and if you've already done the animations then it's also double handling (I haven't really explored the timeline features much) - there was some software called "Spriter" which had construct integration and could allow you to set up bones/rigs and animate and then import into construct - this would be a good solution however I'm not sure on the compatibility with C3 and when I was experimenting with it I found the integration with construct pretty fiddly.

    You could also experiment with using the timeline features to dynamically destroy and load in animations as needed - eg if you need a facial animation you could destroy the static face and load in an animated version and then when that's finished destroy that and load a static one back in. This might be a lot of work with events and there might also be visible visual delays as the animations load in if they are really big, but might be worth experimenting with.

    Would also experiment with your export settings, sounds like you're exporting at a very high res, could this be reduced drastically but still look good? Experiment with the scaling settings in the project, you might be surprised at how good smaller assets can still look when scaled up.

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