Sprite Guide (Version 1.01y)
Written by Fluxmeister
A sprite is the name for a given
collection of pixels we refer to as a character etc etc.
For the NES project I decided that I'd like megaman to play a role in the video.
I am going to take screens from an emulator and work them so I can use them
as animated footage in my video! (thus this guide was born!) This is just my
way,
I am sure there are a million more... and likely better ones hehe.
This is a quick guide for using sprites
from video game footage or screen shots from NES emulators.
Screens are taken from Adobe Photoshop and Premiere.
Important Note: Be sure that your images are the same resolution as you edit in! 720x480 for me. :)
Starting things off:
Capture some screens either using
printscreen or a windows recorder. (Camtasia is a great piece of Why bother with a windows recorder, use this
altered version of Nester to
windows recording software!)
record. Once you have a pile of screen shots, make some cuts around the sprites you wish to use.
Whenever possible use bitmaps or other lossless formats
(uncompressed, huffyuv)
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The above is my zoomed in shot of
megaman that I 'cleaned up' for use in my video. Later I will change
the background to true GREEN (g=255) for appropriate green screening.
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(the above is an example animation consisting of a whopping 3 frames)
Next you will want to make sure that
all your sprites are lined up the same in each frame (if you are
going to be animating the characters). If you are simply going to use stills
then just center the
sprite as well (or not well) as you please.
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In the above image I created 2 seperate
layers to be able to center and align each frame of animation
as megaman takes a step, blinks or otherwise. The actual psd file I used simply
had a SINGLE
blue box in the middle (I just have the two together to give an idea of my method).
Layers: (in layer order from top to botom)
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This image shows how I used the 2 pixels of megaman's eye (on the left eye) to align the motion of the character.
To save this mess just simply turn
off the layer visibility of the two blue layers. Be sure to save as bitmaps!
If you
intend to edit in premiere you need to make this image the same as you edit with (ie. 720x480!)
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This is my afterthought... "oh
yeah I need to make this thing ready for green screening!" I just
reopened my
bitmaps and simply 'filled' the white using the G=255 Green. Be sure that if
you use the fill tool that the anti-aliased
option is OFF. Otherwise your fill will fuzz your sprite's edges! (and yes this
is a cropped version of my image)
Off to Premiere!
... just in case you don't know what this looks like in premiere...
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As you can see from above you have
to have your 'sprites' in any of the video tracks above 1a/1b to
access the transparency settings. Also note my attempt to create the walk cycle
by alternating frames
of animation. So far it seems as though each frame of animation gets 4 frames
@ 29.97(30fp) within
premiere to match that of the original NES (or close to...)
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Guess what? I learned something new!
Green Screen doesn't make the cut. The image above is from the
Video Options... Transparency... settings. I switched it over to RGB
difference with a similarity of
50 and it worked ever better! With green screen you can get extra pixels around
the sprite that show bright green!
So forget Green Screen... this is an important reminder that just because something
works in one situation,
it doesn't mean it works in all!
You can set the similarity value
a bit higher with decent results. Though at some point you might start cutting
into the sprite itself. 65 seems to be ok for my experiments.
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(note that the aspect ratio of the
background image is wrong... :P not important for my example)
...and yes that's an outright screenshot from my Premiere preview.
Be sure to experiement with the transparency settings if you run into anything weird.
Happy editing people!