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In this video, we're going to import all of the sprites and tile sets we're going to use in our game.
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We're going to use the Super Grotto Escape Pack by Anthemus, which is completely free and under a Creative
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Commons Zero license.
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This means that you can basically do whatever you want with it and don't have to credit the creator,
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but you're not going to download this from the original asset page.
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I repackaged it and prepared everything for easy usage with Unreal Engine, and removed everything we're
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not going to use to avoid confusion.
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Depending on what side you're watching this course on, it might be attached to this lessons resources.
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So please click there and download it.
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Or there might be a small article in the lesson before this which tells you to download the assets.
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So please do that.
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After downloading the file, you'll end up with a zip file called paper Assets.
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To be able to use these textures, we need to unzip the file and open up the archive.
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And depending on what operating system you're on or what program you're using, you just have to right
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click it and extract files.
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And in here let's take a quick look at all of the assets we have here.
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The public license file just explains that this is a CC0 asset.
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And what you're allowed to do with it.
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In the characters folder we have the enemies and the player, and every folder has a Json file and a
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PNG file.
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And I'll explain the difference between these two files later on.
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In the environment folder, we have two different tile sets and a background for this stage.
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In the folder we have different particle effects such as an explosion.
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A fireball or a player, projectiles and many other things.
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And we're going to use all of this throughout the course.
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Back in Unreal Engine, open up the content drawer, and we now want to create a folder where we put
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all of our paper assets.
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And right in the content folder right click create a new folder.
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And I always like to call this paper assets and open this up.
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We first want to only import the player so we can go through everything step by step.
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So let's create another folder here called characters.
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And inside that yet another folder called player.
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And open this up as well.
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First, I'm going to show you the regular way of importing sprite sheets without a Json file.
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This process is a bit cumbersome and takes some time.
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However, more often than not, if you download sprite sheets from the internet, they're not going
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to have a Json file.
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The Json file is actually something I created myself using my pixel art software of choice, which is
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called a sprite, and this allows you to export much more information about the sprite other than just
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the sprite sheet.
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So the Json will help you split up the animations into these different tags.
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So we can also generate all of these animations inside of Unreal Engine with the click of a single button.
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And this is the method I'm also going to show you after we go through the regular way of importing sprite
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sheets.
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So inside of the asset folder that you downloaded, go to Characters Player.
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And again we have the Json file and the png file which is the sprite sheet.
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This time around we're just going to use the png file.
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And you can just click it and drag it into Unreal Engine.
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Like this.
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And inside of our player folder that we prepared, just let go of it and it's going to import the texture
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here.
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For some people I heard that they have problems with dragging and dropping.
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In that case, you can just use the import button here instead and just navigate to the file.
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That should work out for you.
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Now that we have the player texture in here, we can just double click it to check the texture settings.
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And the first thing you're going to notice is that if you zoom in with a mouse wheel, that all of this
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looks very blurry and it doesn't really look like pixel art.
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This is because the default texture settings use filtering, and they are actually not great for pixel
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art.
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There is a very easy fix though, and we can just drag this over here and in the content drawer we can
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just right click the texture and go to Sprite Actions and apply paper 2D texture settings.
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And you can see that instantly it starts looking great.
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This command applies all of the ideal settings for pixel art.
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So in here you can then see that yeah, we're not using Mipmaps.
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The texture group is set to 2D pixels.
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And we can also look for filter.
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Filter.
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And the filter is default from texture.
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Group or nearest are the ones that look good, but if I select bilinear or trilinear, it actually looks
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very bad.
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So because we used apply paper 2D texture settings, default is also fine, but nearest also works.
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And you can just select either one of these at this stage.
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In the next step.
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We then have to extract the sprites from the texture.
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Because the way the texture is right now, we actually cannot use it.
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To do this, we can just right click Sprite Actions, extract sprites, and this is going to open up
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the Extract Sprites window.
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In this window, we can just hold right click, which lets you move around and use the mouse wheel to
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zoom in and out.
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And to cut out the sprites, we basically just want to have this yellow box around every single sprite,
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and it should always be the same size so that our sprite doesn't jump around.
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And currently we're using the sprite extract mode of auto, which is not very great.
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As you can see, this doesn't really work out because all of the boxes have different sizes and we just
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want to set this to grid instead.
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But now you can see that it's just one big box around the entire texture, which we also don't want.
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We need to set the cell width and cell height here.
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And the easiest way to do this is to just count the amount of columns.
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So here we can see with 123456 and just go to cell width.
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And since it's six divide by six and just hit enter.
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And you can see that we get these lines cutting up our sprite sheet perfectly.
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And we also want to do the same thing for the cell height.
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So we have 123456789 ten 1112 1314.
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So here just divide by 14.
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Hit enter.
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And you can see that we have the correct size now.
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So you might be wondering why there's so much empty space in the sprite sheet.
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When I exported from a sprite.
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There are different settings and I exported every animation in a different row.
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Why did I do that?
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Because this actually makes it easier to update sprites.
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If you work with the Json file, which we're going to use later, but using the regular method, it
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would have been better that I just pack everything together so we don't have all of these empty spaces.
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And there are a couple of more settings, like a number of cells, margin spacing.
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But if the sprite sheet is set up correctly, you don't have to worry about them and then just hit extract.
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And now the content browser.
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You should see all of the different sprites that we have and also all of the white space.
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So all of the white space, we can just delete these if we want to.
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But again we're not going to use this method in the end.
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So for now it doesn't really matter.
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But yeah if you use this method you could just select the white space, hold shift and select the other
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one.
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And then just right click and delete.
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And you could then just do it for all of these.
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But again, we're not going to keep on using this.
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But yeah, all of these are just single sprites now.
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They aren't animations yet.
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And the way we turn them into animations, let's just use this clamp animation.
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We can select the first sprite, hold shift, select the last sprite, right click and create Flipbook.
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And then we can just call it FBX underscore player clamp.
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And if I hover here now, you should be able to see that the animation is actually playing.
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And in here you can also stop and scrub along the timeline, and you can see how we go from one sprite
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to the next and everything that a flipbook is, it is just a collection of sprites that play one after
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another and create the illusion of movement.
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And that is basically what all kinds of animation is.
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If we click on play again, you can see that we have the frames per second setting here.
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And in some cases the asset creator might give you a frames per second setting which they intended you
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to use these assets with.
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But more often than not, you just have to play around with the value and see what feels right.
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So if you set this to a high value, the animation is going to play very fast.
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If you set this to a low value, the animation is going to play very slowly, and usually you just put
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in some values and see if they feel about right.
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So I think for climbing around five is a good value.
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And this is basically all we do inside of this flipbook.
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So we can now close this down.
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We can also close the texture.
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And yes, so this is the regular process.
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And we would then have to go through all of these other sprites, do the same thing here, like create
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a flipbook and then go to the next one here.
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Create a flipbook.
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Again.
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Make sure that we select all of the correct sprites, and this works fine, but it is a somewhat time
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consuming workflow.
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So I'm actually going to show you the better way of doing this.
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Now we just want to delete all of these things inside of the player folder.
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So we can just select one and press on control A to select all of them.
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And then just right click one of them and delete.
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And now in this window it should show all of the assets.
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Just hit on delete.
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And they're all gone now.
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And just to make sure that everything is gone just save all file save all.
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And now I'm going to introduce you to the Json method, which I think is so much better.
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But again this depends on you actually having access to a Json file or being able to use a sprite yourself
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and create one.
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Let's first import the character using this back in the assets you downloaded.
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Again, we have the player Json and the PNG for the player.
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You actually don't have to select both of them and drag them in.
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If you just drag the Json in, it is connected to the player PNG and it understands that it also needs
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to import this one.
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You actually get an error if you try to drag both in, so just select the Json and drag it into Unreal
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Engine inside of the player folder and let go.
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And you can see that we have something completely different.
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Now we have the player sprite sheet asset, and in here we can't really do anything but it it shows
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you that the texture is connected and all of these things.
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But we don't have to change anything here.
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We have the frames folder.
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This already cut out all of the different frames, the sprites that we extracted ourselves manually
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before it did this all for us by itself.
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And we then have the textures folder, which again just has this one texture file that is the sprite
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sheet, and it already applied the paper 2D texture settings.
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Because if we zoom in, you can see that it already looks crisp and it looks like pixel art.
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So it did all of the steps we did manually before it did them all for us just by importing this Json
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file.
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So this is a huge time saver.
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But the best thing is what I'm about to show you.
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Now we can just right click the sprite sheet and create Flipbooks.
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And this will then generate all of the different animations that I set in a sprite before and baked
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into the Json file.
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And again I can just hover over and you can see the animation.
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Well, some of these actually quite a bunch of these are just single frame flipbooks so they're not
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going to move.
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But this one, the run shoot for example, is moving.
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The idle is moving.
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So a lot of them already have the animation in.
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But yeah these single frame ones we still need to create a flipbook for them for ease of use.
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But one thing the Jason sadly cannot do, at least as far as I know, is save a setting.
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So we still have to do that manually.
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So again, we can just start with the player, climb and go in here and set it to seven.
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And this is just the value that I came up with when I prototyped this.
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And we can save.
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And we then have to do the same thing for all the others, which again is a bit cumbersome.
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So we could go into the player idle again, type in seven and again it looks fine.
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So I think seven is the good baseline, but there are cases where some of the animations have a different
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setting.
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But for now let's just use seven as the baseline.
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And there is actually a better way of doing this.
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Instead of going into every one of them one by one, we can just select the first one, hold shift,
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select the last one, right click any of them.
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Go to Asset Actions and there is edit selection and property matrix.
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And this is something we're going to use all the time when working with sprites, with Flipbooks and
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those kind of things.
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And this just lets us set properties on multiple assets at the same time.
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This is not exclusive to Flipbooks.
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You could also do this for sound files for any other type of file, but it is extremely convenient for
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paper assets.
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So in here we just want to click one of them and then hit control A to select all of them to make sure
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that everything applies to all of them.
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On the right side, we can then look for the frames per second.
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And here it says multiple values because not all of them have the same value set up.
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And we can just click in here and type in seven and hit enter.
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And you can see now shows the star, which means there's changes for all of these that are unsaved.
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And we can just hit on save to save all of them.
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And if we go back now, I can just open up any one of them, like maybe the wall slide and you can see
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that it now has the pH of seven.
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Again, this is a flipbook that only has a single frame.
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So for this one it doesn't really matter.
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But this proves that all of these now have the same pH setting setup.
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And we might do some adjustments later.
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But this is a good baseline to start from.
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Now let's also import the assets for the enemies, so we can go back to paper assets.
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And we can just drag the entire enemy folder in here.
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So back in the files you downloaded, go back to paper assets characters.
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And here we have the enemies right.
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So we have the bat, the crab, the fly and the lizard.
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And we can just grab the entire enemy folder and drag it into Unreal Engine.
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Next to the characters.
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And you can see there's, uh, some errors, import errors showing up, but this is actually not an
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issue.
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Like I said before, we only want to drag in the Json file because it is connected to the sprite sheet.
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But now we just dragged in the entire folder.
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So it also tried to import the sprite sheet, which caused an error, but the error doesn't really cause
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any issues.
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This was just a convenient way of getting all of the assets in here.
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Now in here you can see that we have all of the different frames, we have all of the different textures
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and all of the different sprite sheet asset files.
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And it is very convenient that all of these are selected for us already.
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So we can just right click and create Flipbooks.
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And this is going to create the Flipbooks for all of these different enemy types.
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And now just threw us into the lizard folder.
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But if I go to the fly folder for example, you can see that we have the flipbook here.
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For the bat you can see we have the flipbook here for the crab.
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You can see we have the flipbook here.
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But again, these are all playing kind of fast.
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And we again want to set the setting.
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But the problem we have now is that they're all in different folders.
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So we cannot really select all of them at the same time.
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There is a trick though, which we can use with filters.
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And again, filters are also super useful if we want to bulk edit things.
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So we can click here on the filters.
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And this allows us to only show certain assets in the content browser at one time.
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So we can scroll down to paper 2D and we want the paper flipbook.
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So just select the paper flipbook.
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And now we only see the bad here.
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But if we go to the enemies folder, we see the flipbooks for all of the enemies now.
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And again.
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Now we can just select the first one.
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Hold shift.
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Select the last one.
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We can then right click.
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Acid actions edit selection property matrix again here control A, select all of them and then set the
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frames per second to seven.
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And again this is just a baseline.
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We might change this later.
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Save it.
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And now all of these animations play at a different speed.
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And to show everything normally.
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Again, we can just click on the filter to remove it.
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And now we just have our folder view again.
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Now while we're at it, let's also import the files for our visual effects and then also the environment.
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So go back to paper assets.
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Actually I just noticed that the enemies folder should be inside the characters.
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So we can just drag this here move into characters.
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And everything still works the same.
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But yeah.
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Now go back to paper assets again.
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Go to the files you downloaded now.
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Not in the characters, but the paper assets.
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We have the FX here and the environment.
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We can just select both of them, hold Ctrl and then drag them into Unreal Engine like this.
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But again, you can see that there are some errors showing up, but they don't matter.
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As we talked about before.
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And while we have all of these selected, just right click create Flipbooks.
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And these are the flipbooks for the visual effects.
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And back here in the paper assets folder again.
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Now you can see we have the visual effects.
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We don't have to worry about the FX for now.
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That's something we're going to take care of later.
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And we also have the environment.
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And these are the tile sets and the background.
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And these actually work quite differently.
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We have to create a tile set and a tile map.
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But that is something we're going to take care of way later in the course.
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What I do want to do though now, is to just select all of them and just apply paper to the texture
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settings in the Sprite Actions menu, like this.
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And the rest we're going to do later.
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There is one more thing that I want to show you though, when it comes to assets, and we can just open
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up any texture, it doesn't matter which one.
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And like I told you before, there are certain settings we need here to make sure the pixel art looks
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crisp.
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And the biggest one is the filter.
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If you look for the filter and if we apply paper to the texture settings or use the Json import, this
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is set to default from texture group, and this makes the assets look good.
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In Unreal Engine.
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However, there is a bug that if you package the game with this setting, they're actually going to
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look blurry in your package build.
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And the only way to work around this is to actually select nearest instead of default from texture group.
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And this will solve the issue and make sure that all of your pixel art also looks crisp in a package
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built that you can give to your players.
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But again, we don't want to do this one by one.
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So we can again just make another filter here.
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Go to the filters menu and we can look for texture.
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And it is just the regular texture here.
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Turn this on.
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And again now we just want to go to the whole paper assets folder.
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Now we have the backgrounds.
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We have the enemies the particle effects the player.
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Everything.
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In here we can just select all of these go to Asset Actions.
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And edit selection property matrix.
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Again, control a select everything on the right.
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We can just search for filter and set the filter to nearest and save.
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And this is a little annoying step that you might forget about, but this is very important if you actually
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want to package your game, so it's best to just do this right away after you imported all of your textures.
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And we can just exit out here.
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And again, just to get rid of the filter.
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And we can just look at our different folders again now.
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And this is everything I wanted to show you about importing sprites.
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And this should give you a very good understanding of the fundamentals, and also how amazing the Json
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import is and how much time it can save you.
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In the next lesson, we're going to make the actual character blueprint.
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