[RMVX]Animation Course

The Animations Section

In this tutorial, we’ll be looking at one of the least used section of the Database (at least for most people) due to its complexity and animating difficulties. While most rpg makers use the default animations instead of original ones, it is a good habit to learn and try to make new animations rather than not using the feature.


The Animations section can be accessed in the Database, the 10th tab to be precise. If you look at the screenshot below, it consists of numerous sections that will be elaborated on more on the next sections of this tutorial.

There are a total of 7 parts in the Animations section itself, they are :

A. Animations List

This lists every available animation in the game, as well as empty spaces for creating new ones. They can be shown in-game through items, weapons, armors, and on-field as well. You can click the “Change Maximum” button at the bottom of the list to either decrease or increase the number of animation spaces shown on the list.

B. Animations Overview

Important datas on the animation are shown and can be changed in this part, from the name of the animation, the animation sheet used in a particular animation, position, anyou d the total number of frames of the animation. It’s a good habit to have these done first for every new animation.

C. SE and Flash Effects

Additional effects other than the animation sheet cells can also be added to the animation for an extra graphical appeal such as coloured flashes and sound effects. You can adjust the timing, the sound effect, and flash adjustments in this section. Since it is such a big part in effective animation creation it would be wise to try out and master this section.

D. Animation Frames

To put it simply, this lists the frames of the animation from start to finish. The number of frames can be adjusted in the Animations Overview section.

E. Preview

An important section in the Animations section, the frames and some additional effects as well as important datas are displayed in this preview section. Most of the work are also done in this section. Right clicking an animation cell here will display more adjustments and shortcuts available to make animation creation faster and easier.

F. Shortcuts

The buttons on the right side of the Animations screen provides other methods and shortcuts for animating. Tweening for example, is a quick method to move cells from one place to another over a designated amount of frames. The rest of the buttons are more or less shortcuts and helpful features.

G. Animation Cells

Cells in this particular case is defined as one part of an animation sheet -where all the animations are produced from. Available animation cells are displayed at the bottom of the screen. Clicking one of them and then clicking the preview page is the basis of animation creation.


Creating a Basic Animation

We will also create a simple 8-frame animation step-by step in this tutorial, so sit tight! You didn’t think that we’re only going to study the animation section layout, did you? We will be recreating the default fire spell animation also known as “Fire/Single1” so get ready!

Let us begin, we are going to follow three steps to create the animation. Remember to reference from the original animation if you’re stuck with something, you may not be able to do it the first time but perseverance pays off. Begin with a new empty animation slot.

1. Set the Animation Overview adjustments

As explained earlier in this tutorial, it is a good habit to begin by adjusting the animation overview (Part B) State a name for the animation, any name should do, I’ll name mine “Blaze”. Then choose the animation sheet that we will be using, in this case it’s the default “Fire1” Set the position of the animation to your liking and set the number of frames. You should see something like this :

Now, on to next step!

2. Place Animation Cells in the Preview

Start by making sure that what we’re previewing is the first frame of the animation, select which frame you are working on by clicking on them in the Animation Frames list (Part D) Then, click the first cell of the animation sheet and place it onto the preview page. Make sure it aligns with the target, otherwise it would be more work to adjust if later on.

Move on to the next frame and place the second animation cell. Use the “ghost cell” to align your cells properly between frames. Right clicking on the cell shows more adjustments that can be made such as size, orientation, opacity, etc. Use them to modify the animation to your liking and make sure the proportion between frames are right.

As you may notice in this defauly fire animation, the size of the first cell in the first frame has been increased to fit with the size of the next animation cell. The reason is to smoothen the transition between the frames and ultimately, the animation.

After successfully placing the cells in their respective frames, give yourself a pat in the back. Good job on managing until this far. However, it’s not yet finished. Try playing the animation and see how it animates and you will see that it still lacks some visual appeal.

3. Add Flash and SE effects

This third step, I believe is like sugar to a cup of tea. You have to get it just right, not too less and not too much. The SE and Flash effects section (Part C) is a powerful tool if used correctly. Here, you can adjust which sound effects play and when they play, as well as flashes either on the whole screen. Refer to the original default animation and study how it is put together nicely to achieve the effect.

It should be at this point that we realize that creating such animations are not as simple as we originally thought, a lot of work and creative design must be done to achieve good results as well as a certain amount of patience.


And with that, the tutorial comes to an end. I hope that this tutorial can become a trigger of budding animators to try it out and showcase their talent, utilizing not only the animations tab but even show pictures event commands to create movies of sorts.

There are a number of other techniques that can be applied in creating animations that are not covered in this tutorial. Reading up on Flash tutorial topics such as Motion Tweens are a good way to extend our knowledge on this topic. However, it is though trial and error that a good animation is made up of and using your own techniques to make them.

End of tutorial.



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