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Animation Quantizer.lua
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157 lines (135 loc) · 5.34 KB
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--[[---------------------------------------------------------------------
Animation Quantizer 1.0 for Aseprite (https://aseprite.org)
Project page: https://github.org/BoThompson/animationquantizer.git)
by Bo Thompson ( @AimlessZealot / @Joybane )
Twitter: http://twitter.com/aimlesszealot
Dribbble: http://twitch.com/joybane
Copyright (c) 2019 Bo Thompson
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
Purpose:
Quantizes a range of animation frames, standardizing their duration while
attempting to alter the visuals of the animation as little as possible.
Requirements:
+ Aseprite 1.2.13 or newer
Installation:
+ Open Aseprite
+ Go to `File → Scripts → Open Scripts Folder`
+ Place downloaded LUA script into opened directory
+ Restart Aseprite
Usage:
+ Go to `File → Scripts → Animation Quantizer` to run the script
+ You can also setup a custom hotkey under `Edit → Keyboard Shortcuts`
-----------------------------------------------------------------------]]
local sprite = app.activeSprite
--The money maker -- Quantizes the range of frames based upon dialog settings
function quantize()
local data = dlg.data
local quantizedDuration = 1
local maxFrames = #sprite.frames
local i = 1
local startFrameNum = tonumber(data.from)
local endFrameNum = tonumber(data.to)
--Sanity checks for frame length and quantized duration
if(#sprite.frames < startFrameNum) then
app.alert("ERROR: Starting frame is invalid.")
return
end
if(#sprite.frames < endFrameNum) then
app.alert("ERROR: Ending frame is invalid.")
end
if(endFrameNum < startFrameNum) then
app.alert("ERROR: Frame range is invalid.")
return
else
nextFrame = sprite.frames[data.from]
end
if(tonumber(data.mspf) == nil or data.mspf / 1000 <= 0) then
app.alert("ERROR: Milliseconds per Frame is invalid.")
return
else
quantizedDuration = data.mspf / 1000
end
local currentFrame = sprite.frames[startFrameNum]
local nextFrame = sprite.frames[startFrameNum]
local n = 1
while(n <= maxFrames) do
if(nextFrame == nil) then
break
end
currentFrame = nextFrame
if(i <= #sprite.frames) then
nextFrame = sprite.frames[i]
else
nextFrame = nil
end
if(currentFrame.duration < quantizedDuration) then --Shorter frames are omitted or lengthened
if(data.adjust == "Omission" or (data.adjust == "Rounding" and currentFrame.duration / quantizedDuration < 0.5)) then
if(nextFrame) then
nextFrame.duration = nextFrame.duration + currentFrame.duration
--Add current frame length to next frame length
end
--Delete current frame
sprite:deleteFrame(currentFrame)
else
--Set current frame length to Q-length
currentFrame.duration = quantizedDuration
end
i = i + 1
elseif(currentFrame.duration > quantizedDuration) then --Longer frames are chopped up
local quantLength = currentFrame.duration / quantizedDuration
--Round the number of frames
if(data.adjust == "Omission" or (data.adjust == "Rounding" and quantLength % 1 < 0.5)) then
quantLength = math.floor(quantLength)
else
quantLength = math.ceil(quantLength)
end
while(quantLength > 0) do
-- -Insert copy of frame before current frame at quantizedDuration
newFrame = sprite:newFrame(currentFrame)
currentFrame = sprite.frames[i]
newFrame.duration = quantizedDuration
quantLength = quantLength - 1
i=i+1
end
sprite:deleteFrame(i)
else --Matching frames are skipped
i = i + 1
end
if(#sprite.frames >= i) then
nextFrame = sprite.frames[i]
else
nextFrame = nil
end
n = n + 1
end
end
--Transacts the quantization
function quantizeOperation()
app.transaction(quantize)
end
--The dialog settings
dlg = Dialog("Animation Quantizer")
dlg:separator{ text="Frames:" }
dlg:number{id="from", text="1", label="From",decimals=0}
dlg:number{id="to", text=tostring(#sprite.frames), label="To",decimals=0}
dlg:separator{ text="Settings:" }
dlg:number{id="mspf", label="Milliseconds per Frame",decimals=0}
dlg:combobox{id="adjust", label="Adjust short frames by ", option="Omission", options={"Omission", "Extension", "Rounding"}}
dlg:newrow{}
dlg:button{ id="quantize", text="Quantize", focus=true,
onclick=quantizeOperation }
dlg:show{}