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Hi,
Congratulation for the project, is amazing how simple and effective this technic is.
The only problem that I found is the difficult is export animated model to use in other game engines, like Phaser 3 JS. A export helper that save all the animation in PNG frames would be very helpful for that job.
For while, I having a lot of pain saving my model using right click and save as... .
One again, great project, I'm very excited to try draw new things.
The text was updated successfully, but these errors were encountered:
My R port of zdog does this by using headless chrome to record images and merging them into a gif. It is not perfect but it works:
The relevant code is here. I assume it can be ported to the language of your choice if someone implented the chrome devtools protocol. Frame rate control is an issue though. You might come up with a better way to record. Making all animations slower than they should be and speeding up the output manually might be a poor man's solution.
Add a 👍 reaction to this issue if you would like to see this feature added. Do not add +1 comments — They will be deleted.
Thanks for this feature suggestion!
I should also point out that you can control how you want to render. You can render multiple frames in separate <canvas> elements. See multiple canvas demo on CodePen.
Hi,
Congratulation for the project, is amazing how simple and effective this technic is.
The only problem that I found is the difficult is export animated model to use in other game engines, like Phaser 3 JS. A export helper that save all the animation in PNG frames would be very helpful for that job.
For while, I having a lot of pain saving my model using right click and save as... .
One again, great project, I'm very excited to try draw new things.
The text was updated successfully, but these errors were encountered: