If anyone has seen my
Bad Apple - Reimu Hack, I've mentioned that I made it using custom PAT0 animations. However, when the new BrawlBox comes out, this tutorial could be out dated (assuming that the PAT0 Editor in the Model Viewer actually works). But I'm doing it anyway! This is a way to make custom PAT0 Animations.
1). Import model and textures. I don't think it matters what you name them.
2). Insert a new Texture Pattern (PAT0) where the model is.
3). Create new Entry in PAT0.
4). Look at the model you'll be applying your PAT0 to and check it's materials.
5). Copy the name of it and paste it onto where it says "NewNode"
6). Change the texture index on the 2nd branch if the textures you imported are not on TextureData[0]. In our case it is, so we can skip this step.
7). Rename NewTexture to the texture of your 1st texture. (If that made any sense... lol)
Because this is the 1st frame of our animation, the key will be left at 0
8 ). Right click on Texture0 (Or wherever your textures are placed), and create a New Entry
9). On that new entry, rename it to the name of the 2nd texture that'll be used. Also change the key while you're at it.
(If you don't know already) The Key is the frame when the texture changes. In this case I set it to 5. On the frame after the 5th one, the texture will change.
10). If desired, repeat step 9 for the 3rd frame, 4th frame and so forth. You may reuse textures you've already used. Take note the key must be higher than 5 since we set it to that. If we were to continue this animation (which I won't), I would set the 3rd frame to 10. And the 4th to 15. For this animation, I would change the textures in increments of 5 frames. But you can choose your own (Maybe even change it up during the animation).
11). When you're done with making your frames. Go back to the PAT0, and change the FrameCount and Enable loop (if desired).
You should be done at that point. You can look at it in the model viewer, and look at your animation at work.
Notes:
- If you find the file size is too big, simply shrink the images to half the size of the original. That should lower the file size by alot. You'll easily notice the difference.
- Depending on what you're using the animation for, your textures might need to be a certain format. Experiment which ones work.
- It has come to my attention that Palettes will matter. I found that out as I was working on animations for a
Stage I worked on. You'll most likely have to name the palette section the same as the textures. People with BrawlBox V0.67b will be able to enable Palettes, but then you'll have to switch back to v0.66b and replace the textures again to fix up the colors if there are any.
Alright I'm done here. Hope this helps. Thank you and good night!