Game Development Reference
will see a running cycle animation that loops. It should be roughly
66 k is nothing in this broadband age!
How much could I possibly gain by using a video instead?
probably be surprised just how much. This is just one video that is
less than one second long. The game that employed this particular
character had this same animation, as well as about nine others, from
three other angles (left, right, and back) in order to make it feel like
the character was moving in a three-dimensional space. That is more
than 2.5 MB for all those animations, and that
s just for one character.
To turn this sequence into a video, select Export
Sequence and select QuickTime from the Format drop-down. You
will be presented with a QuickTime Export Settings window. Check
the box to ignore stage color and generate an alpha channel. Tell it to
store the temp data on disk, as it is more reliable for most image
sequences. Click the QuickTime Settings button to bring up one more
dialog. The default settings should be correct, but just make sure the
video is set to export at 200
200, 24 fps, using the Animation com-
pressor and Millions of Colors+. All this means is that it will create a
movie file with an alpha channel that we can then encode as Flash
video. Click OK and then click Export. Flash will let you know when it
is finished, which should only be a matter of seconds.
At this point you should have a new MOV file ready to encode.
Launch Adobe Media Encoder and drag the ImageSequence movie
onto it. Select FLV/F4V as the format and select FLV Same as
Source (Flash 8) from the preset options. Then, open the settings
to customize the preset. Under the Video tab, select the Encode
Alpha Channel box. Then, scroll down to the Bitrate Settings and
lower the Bitrate to 250 kbps. This may seem small, especially after
Figure 9.5 The Quicktime
Export settings give you a
number of options for
exporting a Flash timeline
animation to a MOV file.