Scene structure


Scene structure

https://morgondag.io/pages/bit-scene-structure

The editor contains four main parts to support the workflow of importing assets, creating new scenes and configuration of scene entities.
1. Library.  2. Scene. 3. Scene Configuration 4. Entity Options.

Bit Animation Editor - Scene Structure

1.Library

The library is placed to the left in the editor. This is where all the parts you use to make a scene are located; where you import sprites and sprite sheets and where you configure sprite sheet animations and add assets to your scene.

At the top of the library is a preview window of the current selected library asset. The preview window shows the current tile-size and can play sprite sheet animations.

See https://morgondag.io/pages/bit-library

 Bit Animation Editor - Library

2.Scene

The scene is located in the middle center of the editor.

This is the editor's heart, your composition. The scene shows you how the final art will look like. All library assets added to the scene will show up here, and you can click and drag them around.

Scene

3. Scene Configuration

The scene configuration is located on the right side of the editor.

This is your project settings; the scene size, background color, and pixel scaling. You can also find a list of all scene assets here; click on any asset in the list to select it in the scene and in the entity editor. Palettes can be configured from here as well. Moreover, the project history can be found here.

See https://morgondag.io/pages/bit-scene-configuration

Bit Animation Editor - Scene Configuration

4.Entity Options

The entity options are located to the furthest right side of the editor.

Options (like mirroring, tinting, animation, and tweening) are configured per scene entity. You can have many of the same library assets in a scene but each of them is configured uniquely.

See https://morgondag.io/pages/bit-entity-options

Bit Animation Editor - Entity Configuration

Workflow

Creating art and compositions in Bit Animation Editor is built upon making reusable assets, composing a scene, configure the scene and the individual assets (entities). The project can then be exported as finished art.

Bit Animation Editor Workflow