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July 26th 2013, 06:13 PM
peasantm.gif
shevek
Peasant They/Them Netherlands
Never be afraid to ask, but don't demand an answer 
I fixed the jumping issue by rerendering the punch and putting it in the same size staging area of the original punching, testing to make sure it doesnt jump every edit, and fine tweaking it.

That works, but shouldn't be required.

The idea of the depth dot is that it is the origin of the image. So if you say "my sprite will be at this location", the pixel that actually ends up at the location you specify is the depth dot.

For an animation this means that you should set the depth dot of every frame in the "origin" position of the sprite; usually the place where the feet are touching the ground. If you do that for every frame, and you play the animation without moving the sprite, the feet will not move but everything will move around them, just as you'd expect.

For walking animations, it's really the same thing. You want to put the depth dot between the feet, so Dink would be moonwalking if that animation would be playing without him moving.