This tutorial was written by Stephen P. Lepisto, creator of Otaku Mascot.
Table of Contents
- Preparation
- Images
- Supported Image Types
- Image Sizes
- Transparency
- Building the Mascot
- Animation
- Another Animation
- Block Loops
- Click Animation
- WrapUp
- Further Reading
To create a mascot, you will need to prepare the images first. A
mascot is essentially an animation and therefore you need think in those
terms. An animation is nothing more than a series of images that have
small changes from one image to the next. Show these images in order at
the right speed and you suddenly have the illusion of motion.
By the time you have finished this tutorial, you will know what this
means and how to achieve it.
Otaku Mascot can accept images in several different formats: Windows
Bitmap files (ending in .BMP), .PCX files and .LBM (Deluxe Paint). These
are the only image formats that Otaku Mascot understands. There are
many, many different paint programs and all of these support one or more
of these file formats.
Note: in this tutorial, we are using GIF files since this is
an HTML-based tutorial. Otaku Mascot does not support GIF, it only reads
the formats specified above.
The size of the mascot is limited to 320 x 200, which is rather
oversized but does give you plenty of room to work in. A typical mascot
will be around 80 pixels wide and around 150 pixels high. However, this
is by no means a hard and fast limit. It could be 150 pixels wide and 80
pixels high, for example. One thing to keep in mind is the larger the
image, the longer it takes to load.
What makes a mascot look really cool on your desktop is the ability to
trim away all the excess rectangle around the image, allowing the
background desktop to show throw the outline of the character. This
trick requires a single color to be considered transparent. Any place
this color exists in the image will be considered transparent and the
background will show through. For Otaku Mascot, this transparency is
taken from the pixel in the upper left corner of each image. This means
each image will get its own transparency color. It also means you can't
draw any non-transparent color in the upper left corner of the image but
this isn't a burden really. If you insist on a rectangular image, just
increase the height of your image by one line and let the top line of the
image be transparent.
Transparency |
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With |
Without |
With the help of Zillia (a creation of
Dov Sherman),
I'm now going to take you through the process of building a mascot. For your
own mascot, you will use your own images, of course.
The art of animation is to replace one image with a slightly
different image at a steady rate to give the illusion of motion. In
Otaku Mascot, each image completely replaces the previous image so if you
have only the eyes changing, the whole body will have to be replaced as
well. Keep this in mind if you try to create a lot of frames.
We will start with a typical action for a mascot, eye blinks. Here we
have the simplest animation possible, eyes open and eyes closed.
base.bmp |
blinkfull.bmp |
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Normal state |
Eyes closed |
The first image will be shown for about 6 seconds followed by the second
image which will be shown for about 0.1 second. This is followed by the
first image again for another 6 seconds and the second image, etc., etc.
This is the simplest animation you can get in Otaku Mascot. Here is what
it looks like in the Otaku Mascot editor. By the way, in the editor, all
times are expressed in milliseconds which are thousandths of a second.
There are 1000 milliseconds in a second so 6000 milliseconds equals 6
seconds and 100 milliseconds equals 0.1 seconds (a tenth of a
second).
And this is what the animation can look like:
Simple blink
Looks rather awkward, yes? One thing you can do in Otaku Mascot is set
the delay for the first frame to a range of time so you get a random
delay, which will be a little more likelike. But the real problem here
is the animation doesn't look smooth enough. We can fix that by
introducing an intermediate image which shows the eyes partially closed.
blinkhalf.bmp |
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Eyes partial |
This image is put between the first two images and after the last image.
In Otaku Mascot, it looks like this:
This produces a much more likelike and expressive blink, as this animated
gif shows:
Better blink
Okay, a blink is all well and good and looks really nice and all that but
it does get a little boring after awhile. So, let's introduce another
action which will be shown after the eye blink. This new action will be
a sad, wispy-eyed look because she is being ignored.
sad.bmp |
shimmer1.bmp |
shimmer2.bmp |
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Shifting |
insert hand |
eyes change |
So she puts her hand in her mouth, her eyes quietly shimmer, and then she
withdraws her hand, returning to the normal state. This action looks
like this in the Otaku Mascot Editor:
And the results look like this (I have extended the shimmer sequence to
three repeats so you can more clearly see it happening):
Sad look
Put the blink and the sad action together and it looks like this in the
Otaku Mascot Editor:
and this is what the animation can look like:
Blink then sad
The shimmery eye effect works only if it is repeated long enough so you
can see what is going on. We could, I suppose, repeat the shimmery eye
frames (shimmer1.bmp and shimmer2.bmp) for as long as we want the sequence
to repeat but that gets too unwieldy. What is needed is some control
over the flow of animation and that is what a block loop is for.
A block loop will allow you to repeat a sequence of frames a specified
number of times. In addition, you can also set up the loop to repeat a
random number of times, which makes it more interesting and lifelike.
Let's modify the eye shimmer to repeat a random number of times, say
40 to 80 times. This action now looks like this in the Otaku Mascot
editor. You can see where we jump to frame 7 and repeat the loop 40 to
80 times. Note the color change after the jump. This change indicates
where one action ends and another begins. It is a landmark to help
you find your way around a long list of frames.
Now, let's change the number of times Zillia blinks before she gets all
wispy-eyed. It takes her awhile to grow sad, after all.
We will randomize the length of time between blinks and we will randomize
the number of times she repeats the blink. In this case, we will hold
on the normal state (base.bmp) for 1 to 10 seconds to create the delay
between blinks then show the blink. We will then repeat this sequence 5
to 8 times before doing the sad action.
Here is the what the changes look like in the Otaku Mascot Editor.
The new loop for the blinks is on frame 4.
And here is a simplified version as an animated GIF (blink, blink, blink,
be sad, repeat. The time between blinks is different here just for the
effect):
3 Blinks then sad
An Otaku Mascot can show a special action in response to a mouse click.
In addition, a sound file can be played during this action, if you
choose. In this case, we are going to make Zillia smile when the user
pays attention to her by clicking on her but not have any sound.
smile1.bmp |
smile2.bmp |
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Going to smile |
Smiling |
These are the two images needed. She goes into the smile, holds the smile
for a while and then goes out of the smile. They will look like this in
the Otaku Mascot editor:
This is what the click animation looks like:
Happy!
This sequence is then added to the end of the other sequences. The
last frame of the previous sequence is set to always jump to the
beginning so this new sequence will never be seen.
This is what the sequence looks like after adding it to the end of
the main sequence and setting the block jumps (the new sequence is frames
10 through 13). Notice in frame 9 the jump to frame 1 but there are no
values set for the number of times to jump. If you set a jump and both
the minimum and maximum times to jump are not specified or are 0 then the
jump will always be taken. This is how we make sure the click animation
doesn't get shown in the regular sequence.
Next, we enable the Click Animation with the Click Animation Active
check box. Then we set the range of the click animation by setting the
first frame ("from") of the new sequence and the last frame ("to") of the
sequence. The click animation settings look like this in the Otaku
Mascot Editor:
Now, when we click on Zillia, she will smile -- at least for a little
while -- then return to her normal routine at the first frame.
Well, that about covers the basics of creating a mascot with Otaku
Mascot. Remember, get your images ready and plan your sequences and you
will be creating mascots with the best of them!
Thank you for visiting Otaku World.
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