# Fighter Factory 3 - Menu Animations

For problems and bug report, go to VirtuallTek Systems web site. For doubts related to M.U.G.E.N., go to a more specialized site like: Elecbyte, Mugen Fighters Guild, among others that you can find using Google.

# Menu Animations

The Animations menu is used to manipulate the animations of the project.

## New

Create a new empty file.

## Open

Open an existing file. Note: All syntax errors on the loading will be added in the Issues list.

## Save

Overwrite the last saved file, if it exist. Else, execute 'Save as...'.

## Save as...

Save the animations on a new file.

## Text mode

Switch between full text and visual mode.

## Add

Add a new animation in the next position from the current.

## Delete

Removes the current animation. Note: A confirmation will be shown if is defined in the Options window.

## Duplicate

Duplicates the current animation.

## Edit as text

Displays the text editor for the current animation. You need to hit Apply to confirm the changes, otherwise the current text will be replaced by the graphic editor.

## Save as animated GIF...

Save the current animation as animated GIF. Note: The current palette will be used, including remapped palettes.

## Play

Play the current animation.

## Stop

Stop the current animation.

## Add frame

Add a new frame in the current animation in the next position from the current frame.

## Delete frame

Removes the current frame. Note: A confirmation will be shown if is defined in the Options window.

## Apply time to all next frames

Apply the current time in all next frames.

## Apply flip to all next frames

Apply the current flip in all next frames.

## Apply transparency to all next frames

Apply the current transparency in all next frames.

## Alignment tool

Displays the sprite alignment window. In this window, you can adjust the axis of all selected sprites in the list.

The X and Y fields are used to define the increment. You can also enter a negative number to decrement.

To select a sprite, click on the list. For more than one sprite you can use Ctrl+Click (add the item to the curret selecton) or Shift+Click (range selection).

On the bottom-right you have three buttons to manipulate the current selection (Select all, Clear selection and Inverse).

Every time you hit Apply, the increment will be applied.

## Add CLSN 1

Enables the CLSN creation mode for Attack boxes. For mode information about this mode, see Animation workspace

## Add CLSN 2

Enables the CLSN creation mode for Collision only boxes. For mode information about this mode, see Animation workspace

## Delete selected CLSNs

Removes all selected CLSNs.

## Delete all CLSNs

Removes all CLSNs of the current frame.

## Delete all CLSNs of the current animation

Removes all CLSNs of the current animation.

## Switch CLSN type

Switch all selected CLSNs between attack and collision only.

## Switch CLSN default

Switch all selected CLSNs between regular and default.

## Copy all CLSNs of the previous frame

Replace all CLSNs of the current frame by the previous frame ones.

## Use these CLSNs in all other instances of this frame.

Search for any other instance of the current frame and replace any existing CLSN by the current ones.

## Import from another project...

Import one or more sprites from another project in the same Fighter Factory instance.

The options are:

Source

Project: the source project.

All: all sprites.

Group: only the specified group.

Only the indexes: only the specified interval (sprite index within the group).

Destination

Keep numbering: the group of the source sprites will be kept.

Renumber: change the group number of the source sprites to the specified value.

Add: don't replace the group number, just add the specified value to the original.

Note: The sprites will be placed in the next position from the current sprite.