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These are the user uploaded subtitles that are being translated: 1 00:00:00,140 --> 00:00:05,150 In this video, we're going to import all of the sprites and tile sets we're going to use in our game. 2 00:00:05,360 --> 00:00:10,340 We're going to use the Super Grotto Escape Pack by Anthemus, which is completely free and under a Creative 3 00:00:10,340 --> 00:00:11,780 Commons Zero license. 4 00:00:11,780 --> 00:00:16,190 This means that you can basically do whatever you want with it and don't have to credit the creator, 5 00:00:16,490 --> 00:00:19,340 but you're not going to download this from the original asset page. 6 00:00:19,340 --> 00:00:24,050 I repackaged it and prepared everything for easy usage with Unreal Engine, and removed everything we're 7 00:00:24,050 --> 00:00:25,730 not going to use to avoid confusion. 8 00:00:25,730 --> 00:00:30,050 Depending on what side you're watching this course on, it might be attached to this lessons resources. 9 00:00:30,050 --> 00:00:31,670 So please click there and download it. 10 00:00:31,670 --> 00:00:35,600 Or there might be a small article in the lesson before this which tells you to download the assets. 11 00:00:35,600 --> 00:00:36,740 So please do that. 12 00:00:37,130 --> 00:00:40,940 After downloading the file, you'll end up with a zip file called paper Assets. 13 00:00:41,300 --> 00:00:45,680 To be able to use these textures, we need to unzip the file and open up the archive. 14 00:00:45,680 --> 00:00:49,700 And depending on what operating system you're on or what program you're using, you just have to right 15 00:00:49,700 --> 00:00:51,740 click it and extract files. 16 00:00:52,160 --> 00:00:55,400 And in here let's take a quick look at all of the assets we have here. 17 00:00:55,400 --> 00:00:58,820 The public license file just explains that this is a CC0 asset. 18 00:00:58,820 --> 00:01:00,530 And what you're allowed to do with it. 19 00:01:00,560 --> 00:01:07,700 In the characters folder we have the enemies and the player, and every folder has a Json file and a 20 00:01:07,700 --> 00:01:08,600 PNG file. 21 00:01:08,600 --> 00:01:11,540 And I'll explain the difference between these two files later on. 22 00:01:14,010 --> 00:01:18,630 In the environment folder, we have two different tile sets and a background for this stage. 23 00:01:18,840 --> 00:01:23,940 In the folder we have different particle effects such as an explosion. 24 00:01:29,480 --> 00:01:32,600 A fireball or a player, projectiles and many other things. 25 00:01:32,600 --> 00:01:34,790 And we're going to use all of this throughout the course. 26 00:01:35,300 --> 00:01:40,400 Back in Unreal Engine, open up the content drawer, and we now want to create a folder where we put 27 00:01:40,400 --> 00:01:41,990 all of our paper assets. 28 00:01:41,990 --> 00:01:45,680 And right in the content folder right click create a new folder. 29 00:01:45,680 --> 00:01:50,120 And I always like to call this paper assets and open this up. 30 00:01:50,120 --> 00:01:53,840 We first want to only import the player so we can go through everything step by step. 31 00:01:53,840 --> 00:01:56,930 So let's create another folder here called characters. 32 00:01:58,530 --> 00:02:02,820 And inside that yet another folder called player. 33 00:02:04,070 --> 00:02:05,960 And open this up as well. 34 00:02:06,830 --> 00:02:11,210 First, I'm going to show you the regular way of importing sprite sheets without a Json file. 35 00:02:11,210 --> 00:02:13,850 This process is a bit cumbersome and takes some time. 36 00:02:13,850 --> 00:02:17,600 However, more often than not, if you download sprite sheets from the internet, they're not going 37 00:02:17,600 --> 00:02:18,710 to have a Json file. 38 00:02:19,190 --> 00:02:24,320 The Json file is actually something I created myself using my pixel art software of choice, which is 39 00:02:24,320 --> 00:02:29,180 called a sprite, and this allows you to export much more information about the sprite other than just 40 00:02:29,180 --> 00:02:30,260 the sprite sheet. 41 00:02:30,260 --> 00:02:34,490 So the Json will help you split up the animations into these different tags. 42 00:02:34,490 --> 00:02:39,110 So we can also generate all of these animations inside of Unreal Engine with the click of a single button. 43 00:02:39,110 --> 00:02:43,580 And this is the method I'm also going to show you after we go through the regular way of importing sprite 44 00:02:43,580 --> 00:02:44,120 sheets. 45 00:02:45,080 --> 00:02:50,960 So inside of the asset folder that you downloaded, go to Characters Player. 46 00:02:50,960 --> 00:02:55,160 And again we have the Json file and the png file which is the sprite sheet. 47 00:02:55,160 --> 00:02:58,280 This time around we're just going to use the png file. 48 00:02:59,620 --> 00:03:02,770 And you can just click it and drag it into Unreal Engine. 49 00:03:03,330 --> 00:03:04,200 Like this. 50 00:03:04,200 --> 00:03:09,930 And inside of our player folder that we prepared, just let go of it and it's going to import the texture 51 00:03:09,930 --> 00:03:10,560 here. 52 00:03:10,920 --> 00:03:14,040 For some people I heard that they have problems with dragging and dropping. 53 00:03:14,040 --> 00:03:18,360 In that case, you can just use the import button here instead and just navigate to the file. 54 00:03:18,360 --> 00:03:19,980 That should work out for you. 55 00:03:21,800 --> 00:03:26,570 Now that we have the player texture in here, we can just double click it to check the texture settings. 56 00:03:30,520 --> 00:03:34,840 And the first thing you're going to notice is that if you zoom in with a mouse wheel, that all of this 57 00:03:34,840 --> 00:03:37,600 looks very blurry and it doesn't really look like pixel art. 58 00:03:37,630 --> 00:03:42,460 This is because the default texture settings use filtering, and they are actually not great for pixel 59 00:03:42,460 --> 00:03:42,970 art. 60 00:03:43,000 --> 00:03:49,840 There is a very easy fix though, and we can just drag this over here and in the content drawer we can 61 00:03:49,840 --> 00:03:56,050 just right click the texture and go to Sprite Actions and apply paper 2D texture settings. 62 00:03:56,050 --> 00:03:59,080 And you can see that instantly it starts looking great. 63 00:04:00,340 --> 00:04:03,460 This command applies all of the ideal settings for pixel art. 64 00:04:03,460 --> 00:04:08,050 So in here you can then see that yeah, we're not using Mipmaps. 65 00:04:08,050 --> 00:04:10,630 The texture group is set to 2D pixels. 66 00:04:10,630 --> 00:04:12,400 And we can also look for filter. 67 00:04:13,720 --> 00:04:14,680 Filter. 68 00:04:16,380 --> 00:04:18,959 And the filter is default from texture. 69 00:04:18,990 --> 00:04:25,980 Group or nearest are the ones that look good, but if I select bilinear or trilinear, it actually looks 70 00:04:25,980 --> 00:04:26,970 very bad. 71 00:04:27,360 --> 00:04:33,990 So because we used apply paper 2D texture settings, default is also fine, but nearest also works. 72 00:04:34,920 --> 00:04:37,710 And you can just select either one of these at this stage. 73 00:04:38,360 --> 00:04:39,380 In the next step. 74 00:04:39,380 --> 00:04:41,930 We then have to extract the sprites from the texture. 75 00:04:41,930 --> 00:04:45,170 Because the way the texture is right now, we actually cannot use it. 76 00:04:45,440 --> 00:04:52,400 To do this, we can just right click Sprite Actions, extract sprites, and this is going to open up 77 00:04:52,400 --> 00:04:54,230 the Extract Sprites window. 78 00:04:55,340 --> 00:05:00,500 In this window, we can just hold right click, which lets you move around and use the mouse wheel to 79 00:05:00,500 --> 00:05:01,580 zoom in and out. 80 00:05:02,030 --> 00:05:08,360 And to cut out the sprites, we basically just want to have this yellow box around every single sprite, 81 00:05:08,360 --> 00:05:12,620 and it should always be the same size so that our sprite doesn't jump around. 82 00:05:12,620 --> 00:05:16,670 And currently we're using the sprite extract mode of auto, which is not very great. 83 00:05:16,670 --> 00:05:21,710 As you can see, this doesn't really work out because all of the boxes have different sizes and we just 84 00:05:21,710 --> 00:05:23,930 want to set this to grid instead. 85 00:05:23,930 --> 00:05:29,930 But now you can see that it's just one big box around the entire texture, which we also don't want. 86 00:05:30,230 --> 00:05:33,380 We need to set the cell width and cell height here. 87 00:05:33,530 --> 00:05:37,610 And the easiest way to do this is to just count the amount of columns. 88 00:05:37,610 --> 00:05:43,280 So here we can see with 123456 and just go to cell width. 89 00:05:43,280 --> 00:05:47,360 And since it's six divide by six and just hit enter. 90 00:05:47,360 --> 00:05:51,860 And you can see that we get these lines cutting up our sprite sheet perfectly. 91 00:05:51,860 --> 00:05:54,080 And we also want to do the same thing for the cell height. 92 00:05:54,080 --> 00:06:00,470 So we have 123456789 ten 1112 1314. 93 00:06:00,470 --> 00:06:03,620 So here just divide by 14. 94 00:06:03,620 --> 00:06:04,490 Hit enter. 95 00:06:04,490 --> 00:06:07,520 And you can see that we have the correct size now. 96 00:06:07,610 --> 00:06:11,600 So you might be wondering why there's so much empty space in the sprite sheet. 97 00:06:12,190 --> 00:06:13,750 When I exported from a sprite. 98 00:06:13,750 --> 00:06:17,950 There are different settings and I exported every animation in a different row. 99 00:06:17,980 --> 00:06:19,120 Why did I do that? 100 00:06:19,120 --> 00:06:21,580 Because this actually makes it easier to update sprites. 101 00:06:21,580 --> 00:06:26,050 If you work with the Json file, which we're going to use later, but using the regular method, it 102 00:06:26,050 --> 00:06:30,610 would have been better that I just pack everything together so we don't have all of these empty spaces. 103 00:06:31,370 --> 00:06:35,630 And there are a couple of more settings, like a number of cells, margin spacing. 104 00:06:35,630 --> 00:06:40,730 But if the sprite sheet is set up correctly, you don't have to worry about them and then just hit extract. 105 00:06:42,490 --> 00:06:43,840 And now the content browser. 106 00:06:43,840 --> 00:06:48,430 You should see all of the different sprites that we have and also all of the white space. 107 00:06:48,430 --> 00:06:51,190 So all of the white space, we can just delete these if we want to. 108 00:06:51,190 --> 00:06:53,830 But again we're not going to use this method in the end. 109 00:06:53,830 --> 00:06:55,390 So for now it doesn't really matter. 110 00:06:55,390 --> 00:07:01,180 But yeah if you use this method you could just select the white space, hold shift and select the other 111 00:07:01,180 --> 00:07:01,600 one. 112 00:07:01,600 --> 00:07:03,790 And then just right click and delete. 113 00:07:04,470 --> 00:07:06,180 And you could then just do it for all of these. 114 00:07:06,180 --> 00:07:08,430 But again, we're not going to keep on using this. 115 00:07:08,700 --> 00:07:10,920 But yeah, all of these are just single sprites now. 116 00:07:10,920 --> 00:07:12,360 They aren't animations yet. 117 00:07:12,360 --> 00:07:17,310 And the way we turn them into animations, let's just use this clamp animation. 118 00:07:17,730 --> 00:07:24,330 We can select the first sprite, hold shift, select the last sprite, right click and create Flipbook. 119 00:07:24,330 --> 00:07:29,520 And then we can just call it FBX underscore player clamp. 120 00:07:32,460 --> 00:07:36,360 And if I hover here now, you should be able to see that the animation is actually playing. 121 00:07:36,450 --> 00:07:42,960 And in here you can also stop and scrub along the timeline, and you can see how we go from one sprite 122 00:07:42,960 --> 00:07:48,510 to the next and everything that a flipbook is, it is just a collection of sprites that play one after 123 00:07:48,510 --> 00:07:51,000 another and create the illusion of movement. 124 00:07:51,000 --> 00:07:53,970 And that is basically what all kinds of animation is. 125 00:07:53,970 --> 00:07:58,680 If we click on play again, you can see that we have the frames per second setting here. 126 00:07:58,680 --> 00:08:04,620 And in some cases the asset creator might give you a frames per second setting which they intended you 127 00:08:04,620 --> 00:08:05,910 to use these assets with. 128 00:08:05,910 --> 00:08:09,930 But more often than not, you just have to play around with the value and see what feels right. 129 00:08:09,930 --> 00:08:14,220 So if you set this to a high value, the animation is going to play very fast. 130 00:08:14,550 --> 00:08:19,710 If you set this to a low value, the animation is going to play very slowly, and usually you just put 131 00:08:19,710 --> 00:08:22,230 in some values and see if they feel about right. 132 00:08:22,230 --> 00:08:26,040 So I think for climbing around five is a good value. 133 00:08:26,970 --> 00:08:30,480 And this is basically all we do inside of this flipbook. 134 00:08:31,330 --> 00:08:33,159 So we can now close this down. 135 00:08:33,159 --> 00:08:34,840 We can also close the texture. 136 00:08:35,409 --> 00:08:38,860 And yes, so this is the regular process. 137 00:08:38,860 --> 00:08:43,630 And we would then have to go through all of these other sprites, do the same thing here, like create 138 00:08:43,630 --> 00:08:46,000 a flipbook and then go to the next one here. 139 00:08:46,000 --> 00:08:46,750 Create a flipbook. 140 00:08:46,750 --> 00:08:47,170 Again. 141 00:08:47,170 --> 00:08:52,600 Make sure that we select all of the correct sprites, and this works fine, but it is a somewhat time 142 00:08:52,600 --> 00:08:54,010 consuming workflow. 143 00:08:54,010 --> 00:08:56,830 So I'm actually going to show you the better way of doing this. 144 00:08:56,830 --> 00:09:00,070 Now we just want to delete all of these things inside of the player folder. 145 00:09:00,070 --> 00:09:04,300 So we can just select one and press on control A to select all of them. 146 00:09:04,450 --> 00:09:07,270 And then just right click one of them and delete. 147 00:09:07,270 --> 00:09:09,730 And now in this window it should show all of the assets. 148 00:09:09,730 --> 00:09:10,720 Just hit on delete. 149 00:09:10,720 --> 00:09:12,190 And they're all gone now. 150 00:09:12,670 --> 00:09:16,810 And just to make sure that everything is gone just save all file save all. 151 00:09:17,760 --> 00:09:21,660 And now I'm going to introduce you to the Json method, which I think is so much better. 152 00:09:21,660 --> 00:09:26,820 But again this depends on you actually having access to a Json file or being able to use a sprite yourself 153 00:09:26,820 --> 00:09:27,810 and create one. 154 00:09:28,350 --> 00:09:32,160 Let's first import the character using this back in the assets you downloaded. 155 00:09:32,160 --> 00:09:36,300 Again, we have the player Json and the PNG for the player. 156 00:09:36,300 --> 00:09:39,090 You actually don't have to select both of them and drag them in. 157 00:09:39,090 --> 00:09:44,580 If you just drag the Json in, it is connected to the player PNG and it understands that it also needs 158 00:09:44,580 --> 00:09:45,570 to import this one. 159 00:09:45,570 --> 00:09:51,060 You actually get an error if you try to drag both in, so just select the Json and drag it into Unreal 160 00:09:51,060 --> 00:09:54,600 Engine inside of the player folder and let go. 161 00:09:54,600 --> 00:09:56,940 And you can see that we have something completely different. 162 00:09:56,970 --> 00:10:03,570 Now we have the player sprite sheet asset, and in here we can't really do anything but it it shows 163 00:10:03,570 --> 00:10:06,210 you that the texture is connected and all of these things. 164 00:10:06,210 --> 00:10:08,190 But we don't have to change anything here. 165 00:10:08,960 --> 00:10:10,670 We have the frames folder. 166 00:10:10,670 --> 00:10:15,290 This already cut out all of the different frames, the sprites that we extracted ourselves manually 167 00:10:15,290 --> 00:10:18,320 before it did this all for us by itself. 168 00:10:18,680 --> 00:10:23,480 And we then have the textures folder, which again just has this one texture file that is the sprite 169 00:10:23,480 --> 00:10:27,620 sheet, and it already applied the paper 2D texture settings. 170 00:10:27,620 --> 00:10:31,220 Because if we zoom in, you can see that it already looks crisp and it looks like pixel art. 171 00:10:31,220 --> 00:10:36,740 So it did all of the steps we did manually before it did them all for us just by importing this Json 172 00:10:36,740 --> 00:10:37,340 file. 173 00:10:37,670 --> 00:10:39,680 So this is a huge time saver. 174 00:10:39,680 --> 00:10:42,020 But the best thing is what I'm about to show you. 175 00:10:42,020 --> 00:10:45,890 Now we can just right click the sprite sheet and create Flipbooks. 176 00:10:45,890 --> 00:10:51,110 And this will then generate all of the different animations that I set in a sprite before and baked 177 00:10:51,110 --> 00:10:52,370 into the Json file. 178 00:10:52,370 --> 00:10:55,250 And again I can just hover over and you can see the animation. 179 00:10:55,250 --> 00:11:00,200 Well, some of these actually quite a bunch of these are just single frame flipbooks so they're not 180 00:11:00,200 --> 00:11:01,010 going to move. 181 00:11:01,010 --> 00:11:04,130 But this one, the run shoot for example, is moving. 182 00:11:04,130 --> 00:11:05,210 The idle is moving. 183 00:11:05,210 --> 00:11:07,610 So a lot of them already have the animation in. 184 00:11:07,610 --> 00:11:12,650 But yeah these single frame ones we still need to create a flipbook for them for ease of use. 185 00:11:13,510 --> 00:11:19,240 But one thing the Jason sadly cannot do, at least as far as I know, is save a setting. 186 00:11:19,240 --> 00:11:21,280 So we still have to do that manually. 187 00:11:21,280 --> 00:11:27,880 So again, we can just start with the player, climb and go in here and set it to seven. 188 00:11:27,880 --> 00:11:31,930 And this is just the value that I came up with when I prototyped this. 189 00:11:32,080 --> 00:11:33,790 And we can save. 190 00:11:34,030 --> 00:11:38,140 And we then have to do the same thing for all the others, which again is a bit cumbersome. 191 00:11:38,140 --> 00:11:42,670 So we could go into the player idle again, type in seven and again it looks fine. 192 00:11:42,670 --> 00:11:47,920 So I think seven is the good baseline, but there are cases where some of the animations have a different 193 00:11:48,280 --> 00:11:48,730 setting. 194 00:11:48,730 --> 00:11:51,400 But for now let's just use seven as the baseline. 195 00:11:51,580 --> 00:11:54,190 And there is actually a better way of doing this. 196 00:11:54,190 --> 00:11:59,170 Instead of going into every one of them one by one, we can just select the first one, hold shift, 197 00:11:59,170 --> 00:12:02,110 select the last one, right click any of them. 198 00:12:02,760 --> 00:12:09,060 Go to Asset Actions and there is edit selection and property matrix. 199 00:12:09,060 --> 00:12:13,560 And this is something we're going to use all the time when working with sprites, with Flipbooks and 200 00:12:13,560 --> 00:12:14,730 those kind of things. 201 00:12:14,730 --> 00:12:19,590 And this just lets us set properties on multiple assets at the same time. 202 00:12:19,590 --> 00:12:21,300 This is not exclusive to Flipbooks. 203 00:12:21,300 --> 00:12:26,370 You could also do this for sound files for any other type of file, but it is extremely convenient for 204 00:12:26,370 --> 00:12:27,390 paper assets. 205 00:12:27,390 --> 00:12:32,820 So in here we just want to click one of them and then hit control A to select all of them to make sure 206 00:12:32,820 --> 00:12:34,560 that everything applies to all of them. 207 00:12:34,560 --> 00:12:38,640 On the right side, we can then look for the frames per second. 208 00:12:38,640 --> 00:12:42,960 And here it says multiple values because not all of them have the same value set up. 209 00:12:42,960 --> 00:12:48,180 And we can just click in here and type in seven and hit enter. 210 00:12:48,180 --> 00:12:52,560 And you can see now shows the star, which means there's changes for all of these that are unsaved. 211 00:12:52,560 --> 00:12:55,710 And we can just hit on save to save all of them. 212 00:12:55,710 --> 00:13:01,560 And if we go back now, I can just open up any one of them, like maybe the wall slide and you can see 213 00:13:01,560 --> 00:13:03,570 that it now has the pH of seven. 214 00:13:03,570 --> 00:13:05,760 Again, this is a flipbook that only has a single frame. 215 00:13:05,760 --> 00:13:07,380 So for this one it doesn't really matter. 216 00:13:07,380 --> 00:13:11,610 But this proves that all of these now have the same pH setting setup. 217 00:13:11,610 --> 00:13:13,200 And we might do some adjustments later. 218 00:13:13,200 --> 00:13:15,450 But this is a good baseline to start from. 219 00:13:16,290 --> 00:13:21,630 Now let's also import the assets for the enemies, so we can go back to paper assets. 220 00:13:21,630 --> 00:13:24,720 And we can just drag the entire enemy folder in here. 221 00:13:26,120 --> 00:13:30,350 So back in the files you downloaded, go back to paper assets characters. 222 00:13:30,350 --> 00:13:32,030 And here we have the enemies right. 223 00:13:32,030 --> 00:13:34,670 So we have the bat, the crab, the fly and the lizard. 224 00:13:34,670 --> 00:13:38,300 And we can just grab the entire enemy folder and drag it into Unreal Engine. 225 00:13:39,010 --> 00:13:40,720 Next to the characters. 226 00:13:41,270 --> 00:13:46,670 And you can see there's, uh, some errors, import errors showing up, but this is actually not an 227 00:13:46,670 --> 00:13:47,180 issue. 228 00:13:47,180 --> 00:13:51,860 Like I said before, we only want to drag in the Json file because it is connected to the sprite sheet. 229 00:13:51,860 --> 00:13:53,570 But now we just dragged in the entire folder. 230 00:13:53,570 --> 00:13:58,160 So it also tried to import the sprite sheet, which caused an error, but the error doesn't really cause 231 00:13:58,160 --> 00:13:58,910 any issues. 232 00:13:58,910 --> 00:14:02,120 This was just a convenient way of getting all of the assets in here. 233 00:14:02,480 --> 00:14:06,740 Now in here you can see that we have all of the different frames, we have all of the different textures 234 00:14:06,740 --> 00:14:09,680 and all of the different sprite sheet asset files. 235 00:14:09,680 --> 00:14:13,430 And it is very convenient that all of these are selected for us already. 236 00:14:13,430 --> 00:14:16,250 So we can just right click and create Flipbooks. 237 00:14:16,250 --> 00:14:20,510 And this is going to create the Flipbooks for all of these different enemy types. 238 00:14:20,510 --> 00:14:23,030 And now just threw us into the lizard folder. 239 00:14:23,030 --> 00:14:27,140 But if I go to the fly folder for example, you can see that we have the flipbook here. 240 00:14:27,140 --> 00:14:29,930 For the bat you can see we have the flipbook here for the crab. 241 00:14:29,930 --> 00:14:31,430 You can see we have the flipbook here. 242 00:14:32,160 --> 00:14:34,230 But again, these are all playing kind of fast. 243 00:14:34,230 --> 00:14:36,510 And we again want to set the setting. 244 00:14:36,510 --> 00:14:39,360 But the problem we have now is that they're all in different folders. 245 00:14:39,360 --> 00:14:42,630 So we cannot really select all of them at the same time. 246 00:14:42,840 --> 00:14:45,660 There is a trick though, which we can use with filters. 247 00:14:45,660 --> 00:14:49,500 And again, filters are also super useful if we want to bulk edit things. 248 00:14:49,950 --> 00:14:52,050 So we can click here on the filters. 249 00:14:52,050 --> 00:14:57,450 And this allows us to only show certain assets in the content browser at one time. 250 00:14:57,450 --> 00:15:02,460 So we can scroll down to paper 2D and we want the paper flipbook. 251 00:15:02,460 --> 00:15:04,200 So just select the paper flipbook. 252 00:15:04,860 --> 00:15:06,600 And now we only see the bad here. 253 00:15:06,600 --> 00:15:10,890 But if we go to the enemies folder, we see the flipbooks for all of the enemies now. 254 00:15:12,520 --> 00:15:13,150 And again. 255 00:15:13,150 --> 00:15:14,950 Now we can just select the first one. 256 00:15:14,950 --> 00:15:15,640 Hold shift. 257 00:15:15,640 --> 00:15:17,110 Select the last one. 258 00:15:18,490 --> 00:15:19,960 We can then right click. 259 00:15:21,140 --> 00:15:29,150 Acid actions edit selection property matrix again here control A, select all of them and then set the 260 00:15:29,150 --> 00:15:31,190 frames per second to seven. 261 00:15:31,190 --> 00:15:33,200 And again this is just a baseline. 262 00:15:33,200 --> 00:15:34,520 We might change this later. 263 00:15:34,520 --> 00:15:35,600 Save it. 264 00:15:35,600 --> 00:15:38,420 And now all of these animations play at a different speed. 265 00:15:39,550 --> 00:15:40,960 And to show everything normally. 266 00:15:40,960 --> 00:15:43,750 Again, we can just click on the filter to remove it. 267 00:15:43,750 --> 00:15:45,940 And now we just have our folder view again. 268 00:15:45,940 --> 00:15:50,770 Now while we're at it, let's also import the files for our visual effects and then also the environment. 269 00:15:51,070 --> 00:15:53,260 So go back to paper assets. 270 00:15:53,350 --> 00:15:56,740 Actually I just noticed that the enemies folder should be inside the characters. 271 00:15:57,280 --> 00:16:00,790 So we can just drag this here move into characters. 272 00:16:01,540 --> 00:16:03,520 And everything still works the same. 273 00:16:03,520 --> 00:16:04,090 But yeah. 274 00:16:04,090 --> 00:16:06,130 Now go back to paper assets again. 275 00:16:06,130 --> 00:16:07,960 Go to the files you downloaded now. 276 00:16:07,960 --> 00:16:09,700 Not in the characters, but the paper assets. 277 00:16:09,700 --> 00:16:12,190 We have the FX here and the environment. 278 00:16:12,190 --> 00:16:18,610 We can just select both of them, hold Ctrl and then drag them into Unreal Engine like this. 279 00:16:19,030 --> 00:16:21,850 But again, you can see that there are some errors showing up, but they don't matter. 280 00:16:21,850 --> 00:16:23,380 As we talked about before. 281 00:16:23,440 --> 00:16:27,310 And while we have all of these selected, just right click create Flipbooks. 282 00:16:27,310 --> 00:16:31,060 And these are the flipbooks for the visual effects. 283 00:16:31,330 --> 00:16:33,910 And back here in the paper assets folder again. 284 00:16:33,910 --> 00:16:35,740 Now you can see we have the visual effects. 285 00:16:36,040 --> 00:16:37,720 We don't have to worry about the FX for now. 286 00:16:37,720 --> 00:16:39,550 That's something we're going to take care of later. 287 00:16:39,670 --> 00:16:42,760 And we also have the environment. 288 00:16:42,760 --> 00:16:45,520 And these are the tile sets and the background. 289 00:16:45,520 --> 00:16:47,530 And these actually work quite differently. 290 00:16:47,530 --> 00:16:49,450 We have to create a tile set and a tile map. 291 00:16:49,450 --> 00:16:52,450 But that is something we're going to take care of way later in the course. 292 00:16:52,450 --> 00:16:57,910 What I do want to do though now, is to just select all of them and just apply paper to the texture 293 00:16:57,910 --> 00:17:01,330 settings in the Sprite Actions menu, like this. 294 00:17:01,330 --> 00:17:03,040 And the rest we're going to do later. 295 00:17:03,400 --> 00:17:07,869 There is one more thing that I want to show you though, when it comes to assets, and we can just open 296 00:17:07,869 --> 00:17:09,670 up any texture, it doesn't matter which one. 297 00:17:09,670 --> 00:17:14,230 And like I told you before, there are certain settings we need here to make sure the pixel art looks 298 00:17:14,230 --> 00:17:14,800 crisp. 299 00:17:14,800 --> 00:17:16,960 And the biggest one is the filter. 300 00:17:16,960 --> 00:17:23,290 If you look for the filter and if we apply paper to the texture settings or use the Json import, this 301 00:17:23,290 --> 00:17:26,770 is set to default from texture group, and this makes the assets look good. 302 00:17:26,770 --> 00:17:27,760 In Unreal Engine. 303 00:17:27,760 --> 00:17:32,770 However, there is a bug that if you package the game with this setting, they're actually going to 304 00:17:32,770 --> 00:17:35,350 look blurry in your package build. 305 00:17:35,350 --> 00:17:41,050 And the only way to work around this is to actually select nearest instead of default from texture group. 306 00:17:41,050 --> 00:17:45,250 And this will solve the issue and make sure that all of your pixel art also looks crisp in a package 307 00:17:45,250 --> 00:17:47,050 built that you can give to your players. 308 00:17:47,810 --> 00:17:50,150 But again, we don't want to do this one by one. 309 00:17:50,150 --> 00:17:53,090 So we can again just make another filter here. 310 00:17:53,120 --> 00:17:57,560 Go to the filters menu and we can look for texture. 311 00:17:57,560 --> 00:18:00,320 And it is just the regular texture here. 312 00:18:00,740 --> 00:18:01,820 Turn this on. 313 00:18:01,820 --> 00:18:05,000 And again now we just want to go to the whole paper assets folder. 314 00:18:05,030 --> 00:18:06,800 Now we have the backgrounds. 315 00:18:06,800 --> 00:18:08,510 We have the enemies the particle effects the player. 316 00:18:08,510 --> 00:18:08,960 Everything. 317 00:18:08,960 --> 00:18:13,820 In here we can just select all of these go to Asset Actions. 318 00:18:14,410 --> 00:18:17,140 And edit selection property matrix. 319 00:18:17,140 --> 00:18:20,350 Again, control a select everything on the right. 320 00:18:20,350 --> 00:18:26,650 We can just search for filter and set the filter to nearest and save. 321 00:18:26,650 --> 00:18:31,000 And this is a little annoying step that you might forget about, but this is very important if you actually 322 00:18:31,000 --> 00:18:36,460 want to package your game, so it's best to just do this right away after you imported all of your textures. 323 00:18:36,460 --> 00:18:38,170 And we can just exit out here. 324 00:18:38,170 --> 00:18:40,480 And again, just to get rid of the filter. 325 00:18:40,480 --> 00:18:43,870 And we can just look at our different folders again now. 326 00:18:43,870 --> 00:18:47,170 And this is everything I wanted to show you about importing sprites. 327 00:18:47,170 --> 00:18:52,390 And this should give you a very good understanding of the fundamentals, and also how amazing the Json 328 00:18:52,390 --> 00:18:54,460 import is and how much time it can save you. 329 00:18:54,910 --> 00:18:58,000 In the next lesson, we're going to make the actual character blueprint. 32565

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