# Fighter Factory 3 - Animation editor

For problems and bug report, go to VirtuallTek Systems web site. For doubts related to M.U.G.E.N., go to a more specialized site like: Elecbyte, Mugen Fighters Guild, among others that you can find using Google.

# Controls

All controls available to the sprite editor are listed below:

## Animation selection scroll bar

Defines the current animation to work on.

## Number

Defines the number of the current animation.

## Name

Defines the name of the current animation.

## Frame selection scroll bar

Defines the current frame to work on.

## Group field

Defines the sprite group of the current frame.

## Index field

Defines the sprite index of the current frame.

## X axis field

Defines the x axis of the current frame.

## Y axis field

Defines the y axis number of the current frame.

## Time

Defines the time of the current frame. You can use -1 to infinite.

## Flip

Defines if the sprite will be inverted (vertically, horizontally or both) or not.

## Transparency

Defines the sprite transparency, that can be: None, Add or Subtract. The 'Add' transparency have two parameters.

## Source

Opacity of the sprite.

## Dest

Darkness of the destination surface.

## Start loop in this frame

Defines a loop point in this frame. After the last frame, the animation will go to the next loop point from the current (only if the time is positive).

## X Scale

Defines the x scale of the frame's sprite. Note: Only on M.U.G.E.N. 1.1.

## Y Scale

Defines the y scale of the frame's sprite. Note: Only on M.U.G.E.N. 1.1.

## Angle

Defines the angle of the frame's sprite in degrees. Note: Only on M.U.G.E.N. 1.1.

## Interpolate

Defines the interpolation between frames. Note: Only on M.U.G.E.N. 1.1.

Blend: interpolate the blending (transparency).

Offset: interpolate the offset (axis).

Scale: interpolate the scale.

Angle: interpolate the angle.

## Thumbnail group selection

Defines the sprite group to be viewed in the thumbnails list.

## Add selected thumbnails to the current animation

Adds all selected thumbnails to the current animation as new frames.

## Add all thumbnails to the current animation

Adds all thumbnails to the current animation as new frames.

## New animation with the selected thumbnails

Creates a new animation with all selected thumbnails as frames.

## New animation with all thumbnails

Creates a new animation with all thumbnails as frames.

## Thumbnail list

Displays all sprites of the selected group as thumbnails.

# Workspace

The Animation editor is used to create and edit the animations of the project. The graphic workspace contains the rulers, guide lines, OnionSkin image, current sprite image, collision boxes, sprite axis cross, frame axis cross and the extra cross. Some of these can be enabled/disabled in the View menu.

You can change the position of the image by dragging it to the desirable position. The guide lines, collision boxes and the frame axis can be placed in the same way. All other points will move the axis and background image.

The collision boxes (CLSNs) are handled in a special way. You can select multiple boxes holding Ctrl or Shift keys, remove all selected boxes pressing the Delete key and move by 1px pressing the arrow keys.

Some CLSN transformations will be fully viewed after you change the frame, to allow you to undo the operation.

In the CLSN creation mode, you can add new boxes by simply drawing it on the screen. While you keep in this mode, you can draw many CLSNs you want, including over another existing one. To exit this mode, right-click on the graphic workspace or disable one of the creation options.

The zoom can be changed using the mouse wheel.