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    Splash/User guide

    Add entrance and exit animations

    Public 1.2.0

    Splash’s animations reveal or remove objects when they enter or leave playback. They are separate from a state’s position and size, and from persistent effects such as scanlines. Changing between two placements of an object does not create a keyframe tween between them.

    Shader transitions require the WebGL renderer. Foundry’s Splash renderer setting can choose HTML as a fallback; that renderer keeps the interaction but skips shader animations and effects.

    Start with the Closed/Open state tutorial. Use a clue object placed only in Open so it actually enters playback when that state loads.

    1. Select Open, then select the clue.
    2. In Appearance, expand Animation and effects and find Animation in.
    3. Choose Dissolve. Set Duration to 1000 and Delay to 0. These numbers are milliseconds: 1000 is one second.
    4. Keep Origins at Random and start with one origin, or choose Fixed and click the origin bar to add a position. Drag a marker to move it; right-click one to remove it.
    5. Open Preview and click the button that loads Open and unloads Closed.
    6. The clue should appear through the effect. Restart and repeat to check the opening again.

    For an exit effect, set Animation out, then unload the object’s last loaded state or close the Splash normally. An object that remains in another loaded state changes to that placement instead of disappearing.

    Animation What to expect Useful controls
    Dissolve Reveals or removes the object through a dissolve Duration, delay and origins
    Glitch A distorted reveal/removal Bands, intensity, tint and invert
    Pixelate A blocky reveal/removal Block size and invert

    Duration controls the running time; Delay postpones its start. Origins are positions across the stage width, not additional keyframes. Use a small number first so you can understand the result before adding more.

    Location Use it for
    Splash inspector → Splash animation in/out A default for objects throughout the Splash
    Object Appearance → Animation in/out An animation assigned to that object
    Object Placement → State animation in/out An animation on that object’s placement in the selected state

    Start at one level. If you combine levels, entrance animations use the placement first, then the object, then the Splash default. Exit animations currently use the object first, then its placement, then the Splash default. Choosing None clears that assignment, allowing the next applicable default to be used; it does not disable a default set elsewhere.

    Use the folder button beside an animation heading to apply a saved animation preset. A GM can use its save button to store the current configuration as a preset. Applying a preset copies its settings into the current assignment.

    • Check that Splash is using WebGL rather than HTML.
    • Check Duration is above zero and account for any Delay.
    • Check the object actually enters or leaves playback. If the same object stays in another loaded state, it is changing placement rather than appearing or disappearing.
    • Check for an assignment at a more specific applicable level.
    • Use Restart preview to replay startup. A globally active Splash restored after a browser reload intentionally skips its entrance animation.

    For a full-screen replacement, place separate screen artwork in the outgoing and incoming states and use Change state to load one and unload the other. Shared artwork can stay in a background state throughout.