Yotsuba Games
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Rule Animation Render

rule_animation_render

Renders a RuleCanvas with animated tiles into frame images and a sprite sheet.

Reviewed
Guide available
The node name and summary are available in English. Port, parameter, and article details are currently shown in Japanese.

Input Ports

NameTypeDescription
ăƒ«ăƒŒăƒ«ă‚żă‚€ăƒ«çŽ æ
asset
RuleTileAsset
ă‚żă‚€ăƒ«ă‚»ăƒƒăƒˆăšăƒ«ăƒŒăƒ«ă‚»ăƒƒăƒˆăźæŸă­ă§ă™(ć€‹ćˆ„ć…„ćŠ›ă‚ˆă‚Šć„Ș慈)。
ăƒ«ăƒŒăƒ«ă‚­ăƒŁăƒłăƒă‚č
canvas
RuleCanvas
Required
è§Łæ±șă—ăŠă‚ąăƒ‹ăƒĄæç”»ă™ă‚‹ăƒ«ăƒŒăƒ«ă‚­ăƒŁăƒłăƒă‚čです。
ăƒ«ăƒŒăƒ«ă‚żă‚€ăƒ«ă‚»ăƒƒăƒˆ
tile_set
RuleTileSet
æç”»ă«äœżă†ă‚żă‚€ăƒ«ç”»ćƒă‚»ăƒƒăƒˆă§ă™(é™æ­ąăƒ»ă‚ąăƒ‹ăƒĄäžĄćŻŸćżœ)。
ăƒ«ăƒŒăƒ«ă‚»ăƒƒăƒˆ
rule_set
RuleSet
ă©ăźă‚żă‚€ăƒ«ă‚’çœźăă‹æ±șă‚ă‚‹ăƒ«ăƒŒăƒ«ă‚»ăƒƒăƒˆă§ă™ă€‚

Output Ports

NameTypeDescription
ăƒ•ăƒŹăƒŒăƒ äž€èŠ§
frames
List<Image>
æç”»ă—ăŸăƒ•ăƒŹăƒŒăƒ ç”»ćƒăźäž€èŠ§ă§ă™ă€‚
ă‚čăƒ—ăƒ©ă‚€ăƒˆă‚·ăƒŒăƒˆ
spritesheet
SpriteSheet
ăƒ•ăƒŹăƒŒăƒ ă‚’1æžšă«äžŠăčたă‚čăƒ—ăƒ©ă‚€ăƒˆă‚·ăƒŒăƒˆă§ă™ă€‚
ç”»ćƒ
image
Image
ć…ˆé ­ăƒ•ăƒŹăƒŒăƒ ăźç”»ćƒă§ă™ă€‚
ăƒ•ăƒŹăƒŒăƒ æ•°
frame_count
Int
æç”»ă—ăŸăƒ•ăƒŹăƒŒăƒ æ•°ă§ă™ă€‚
è­Šć‘Š
warnings
Text
ć‘šæœŸăźæ‰“ăĄćˆ‡ă‚ŠăȘă©ă€æ°—ă‚’ă€ă‘ă‚‹ç‚čです。
抂芁
summary
Text
ç”æžœăźçŸ­ă„ăŸăšă‚ă§ă™ă€‚

Parameters

NameTypeDefaultRangeDescription / Options
FPS
fps
Int
81–60

ć‡ș抛ぼ1ç§’ă‚ăŸă‚Šăƒ•ăƒŹăƒŒăƒ æ•°ă§ă™ă€‚

ć‡șćŠ›æ™‚é–“(ms)
duration_ms
Int
00–60000

0 ăźæ™‚ăŻă‚ąăƒ‹ăƒĄă‚żă‚€ăƒ«ć‘šæœŸăźæœ€ć°ć…Źć€æ•°ă‹ă‚‰è‡Ș拕でæ±șă‚ăŸă™ă€‚

æœ€ć€§ăƒ•ăƒŹăƒŒăƒ æ•°
max_frames
Int
641–256

ăƒ•ăƒŹăƒŒăƒ æ•°ăźäžŠé™ă§ă™ă€‚ć‘šæœŸăŒă“ă‚Œă‚’è¶…ăˆă‚‹ć ŽćˆăŻæ‰“ăĄćˆ‡ăŁăŠè­Šć‘Šă—ăŸă™ă€‚

ă‚·ăƒŒăƒˆćˆ—æ•°
columns
Int
00–64

ă‚·ăƒŒăƒˆç”»ćƒăźćˆ—æ•°ă§ă™ă€‚0 ăźæ™‚ăŻè‡Ș拕でæ±șă‚ăŸă™ă€‚

Overview

Renders a map containing animated tiles into a sprite sheet with every frame. It automatically draws an entire map of rippling water, dancing flames, and other motion at a period that loops correctly.

Usage tips

  • The frame count is automatic, based on the least common multiple of animated-tile periods, so simply connecting the inputs usually produces a matching loop. Mixing too many unrelated periods can inflate the frame count; cap it with max_frames.
  • If you need only one image, such as a thumbnail, the time setting on rule_render is enough.

Related nodes

  • rule_render — the single-frame counterpart
  • rule_canvas — supplies the map to render
  • sprite_sheet_playback — previews the output sheet
  • batch_export — exports the sheet

What this node does

Outputs a map containing animated tiles such as water, flames, and blinking lights as one complete animation. Rule resolution (which tile to place) runs only once; each frame only changes the render time, keeping the process lightweight.

The frame count is determined automatically from the least common multiple of the periods of the placed animated tiles. For example, 2-frame water with a 200ms period and 3-frame flames with a 300ms period produce a 600ms period. The requested FPS is preserved, and output extends to the smallest whole-frame multiple of the period. Looping tiles use the LCM; non-looping tiles use their completion time. If max_frames prevents an exact endpoint, output is capped and a non-seamless-loop warning is emitted.

Key settings

ID Name Description
fps FPS Number of output frames per second (default: 8).
duration_ms Output duration Set to 0 to determine it automatically from the LCM of animated-tile periods.
max_frames Maximum frames Truncates and warns when the period exceeds this count (default: 64).
columns Sheet columns Set to 0 for automatic layout.

Relationship to still-image rendering

Rule Render also provides Display Time (ms) / Frame Index parameters. Use it when you need only one image at an arbitrary time. The time can be promoted to a variable or animation input.

Example wiring

RuleCanvas.canvas               -> RuleAnimationRender.canvas
RuleTilePack.tile_set           -> RuleAnimationRender.tile_set
RuleSetPreset.rule_set          -> RuleAnimationRender.rule_set
RuleAnimationRender.spritesheet -> Sprite sheet export
Back to Node List
Rule Animation Render — PixPipeline Node Reference