Creating animated sprites
This page assumes that you know how to create a particle effect using the sprite renderer. If you do not, you can follow this wiki page: Creating your first particle effect
Preparing the animated sprite
Before we get started you need at least a couple of .png
or .tga
images for the animated sprite.
When you have your image files prepared, we need to create a .mks
file.
The .mks
file describes how our animation should display our images.
- Create an
.mks
file in the same place as your.png
or.tga
files. - Populate it with the following snippet.
sequence 0
loop
frame a_circle_001.png 1
frame a_circle_002.png 1
frame a_circle_003.png 1
frame a_circle_002.png 1
- Replace the
a_circle_00X.png
values, with the name of your image files. - Add or remove frames depending on how many images that are in your animation.
If you want to learn more about
.mks
files you can read the Valve documentationCreating a .vtex file
- Now that we have our
.mks
file prepared, we need to link to it in a.vtex
file, so we can use it in the Sprite Renderer. If you do not know how to create a.vtex
file, follow this wiki page: Using custom sprites
Using the animated sprite
- Select your new sprite in the
material
property on the Sprite Renderer - Increase the
animation rate
property on the Sprite Renderer
Congratulations! You have just created and used your first animated sprite in the Particle Editor!
Example of an animated sprite