In the last tutorial, we created a single sprite that moved forward through the stage space. In this tutorial, we will increase the speed of that animation and provide a continuous flow of the object through the space by copying the sprite and offsetting it within the sprite window.
Importing a sprite
Open Kinemac with a new stage. We’ll be importing the sprite you created in the last tutorial. Go to the Objects menu, select Import, then Sprite or press command+control+I. This will open the Import Sprite dialogue box. Navigate to your Sprites folder (where you saved your sprite at the end of the last tutorial), select it then click on Open. This will import the sprite at the Time Marker (the green thing).
Shortening the play time
Because we are going to duplicate the sprite and have more movement, the first thing we need to do is to shorten the play time for the sprite. Clicking and dragging the end of a sprite will shorten or lengthen it. Shorten the sprite (move the end of it) to 400. Notice that all the keyframes stay proportional, that is, they move within the length of the frame so the keyframes which were at 200, 400, 600 and 800 are now at 100, 200, 300 and 400. We have shortened the length of the animation and the speed at which it plays, but the movement within the sprite is exactly the same.
Duplicating sprites
There are three ways of duplicating the sprite. The first is to select the sprite, press command+C for copy, then command+V for paste. Moving the Time Marker will paste the sprite at that point. The second way is to go to the Sprite menu and select Duplicate or command+D. This will reproduce the sprite in exactly the same place which can then be moved to the correct starting point. The final way of duplicating sprites is the Duplicate Multiple command for which there is no keyboard shortcut, but which offers the most powerful way and duplication. Select Duplicate Multiple from the Sprite menu, select the Delay tab, enter the number 4 (to duplicate the sprite 4 times) set the start sprite point to 200 and press okay. Don’t worry to much about the other settings yet, we’ll get to them in another tutorial.
You will now have 4 new sprites exactly the same as your first sprite. Kinemac places the sprites above the existing sprite. For simplicity, select the original sprite (now at the bottom) and move it to the top by dragging its name in the Sprite list. You will now have 4 similar sprites starting at 0, 200, 400 and 600. The final sprite goes beyond the end of the animation so we’ll want to reduce the size of this. There are two ways to do this, the first is to option+click+drag the end of the sprite, but because it ends after the end of the animation, the end of the sprite cannot be seen. This leads to the other method of shortening the sprite which is to use the inspector
panel. To shorten the sprite using the inspector panel, change the end sprite value from 1000 to 800. This will change its duration to 200, but will not change any keyframes.
Playing your animation now will show your object moving towards you and being replaced by a duplicate which also moves towards you. There’s just one tiny flaw with this animation. The beginning doesn’t seem to fit the flow of objects. There’s a break as the animation loops back to the beginning. To fix this, we need the last half of a moving object inserted at the beginning. This is where the option drag method of changing is used. Create another duplicate sprite as above, by copying and pasting or selecting duplicate from the menu (or command+D). Option+click+drag the beginning of the sprite to 200 ticks. The pop-up assistant will show the values for the beginning and end of your sprite. When your sprite is 200 ticks long, release the mouse button. This gives a sprite with just the last part of the object’s movement. Drag the object to the beginning of the animation. You can also move this sprite to the top to give a cleaner layout of sprites in the sprite window.
Play your animation and watch your objects move closer to you. Switch between the Default camera (press D) and the Working camera (press W). If you select four views (press /), you can see the movement from the left, front and top. Notice that viewing from the front, does not show the sprite getting larger, but shows a seemingly static view of the object. This is an anomaly I cannot yet explain. Perhaps someone from Kinemac (or with more animation experience) can.
Grouping objects
Before we finish this tutorial, and in preparation for the next tutorial which introduces multiple cameras, select all the objects in the Sprite list (click the top one then shift click the last – selecting works similarly to other applications) and group them using the Group Sprites command on the Sprite menu or pressing command+G. You can expand or contract a group making it easier to work with complex animations. Don’t forget to save your animation.
Enjoy!


