Operator Animation Cheat Sheet

Overview

An Operator’s specific animation is referred to an “Action”. This cheat sheet outlines specific Actions and art requirements for creating a functional Operator. Ideally this can be passed to an artist with a character brief/reference and they can prepare all assets ahead of time to be ready to import into NOODS Maker. Required actions need a minimum of one frame.

Note that for directional movement your character should default to facing left. The NOODS Maker engine mirrors the frames to move in the opposite direction.

 

Example Operator Reference Files

Download the raw .PNG frames that make up our example Operator Drawnathan Blanc here:
Public NOODS Maker Drive

 
 

Action List

 

Icon

ActionAction DescriptionRequiredRecommended Frame Range
IconA single frame closeup headshot of your Operator to be used on menus. This icon is specifically 64 x 64px and can be auto resized within NOODS Makeryes1 only

 

Step 1: Idles

Actions that occur when the Operator is not transversing either on the ground, wall, or ceiling

ActionAction DescriptionRequiredRecommended Frame Range
Standing IdleOccurs when an Operator is not doing any actions while on groundyes2-14
Wall IdleOccurs when an Operator is holding onto a wallyes4-6
Ceiling IdleOccurs when an Operator is holding onto a ceilingyes4-6
Sitting IdleA sitting variant of the idle actionyes2-14

Alert

How an Operator alerts you for getting your attention with an alarm or reminderyes 
LaughingHow your Operator laughsno 
Alt. Stationary Idle no3-6

 

Step 2: Movement

ActionAction DescriptionRequiredRecommended Frame Range
WalkHow an Operator traverses across the groundyes2-14
Wall ClimbHow an Operator traverses across a vertical wallyes4-6
Ceiling ClimbHow an Operator traverses across a ceilingyes4-6
Slow Walk / ScootchA slow and meandering way to traverse across the groundyes4-6
Grab WindowHow an Operator picks up or grabs your computer windowyes3-6
Walk with WindowHow an Operator carries your computer window while traversing across screenyes1-4
Throw WindowHow an Operator throws, pushes, yeets a window across your screenyes4-8
FallingWhen an Operator free falls across the monitor towards the groundyes2-5
Bounce/LandingHow an Operator lands or hits the ground after fallingyes2-8
Alt. Walk no2-14
Run no6-12
Alt. Falling no2-4

 

Step 3: Reactions

ActionAction DescriptionRequiredRecommended Frame Range
DraggedWhen you click and hold your Operator with your cursor, the Operator is in the middle, dangling straight downyes1
Dragged NearOperator is dragged with very slight lean.yes1
Dragged MediumOperator is dragged with a small lean.yes1
Dragged FarOperator is dragged with a medium lean.yes1
Dragged FartherOperator is dragged super quickly with largest lean.yes1
Resisting Being Dragged (Break Free)Operator breaks free of your cursor hold/dragno1

 

Step 4: Idle Transitions

These are transitions for your Operator that happen inbetween two specific Idle-type Actions

ActionAction DescriptionRequiredRecommended Frame Range
Idle to WalkingTransition action from Idle to Walkingno 
Idle to ScootchTransition action from Idle to Slow Scootchno 
Standing to SittingTransition action from Standing to Sittingno 
Sitting to StandingTransition action from Sitting to Standingno 

 

Step 5: Movement Transitions

These are transitions for your Operator that happen inbetween two specific Movement-type Actions

ActionAction DescriptionRequiredRecommended Frame Range
Walking to Wall ClimbTransition action from Walking to climbing a vertical wallno 
Walking to IdleTransition from Walking to Idleno 
Walking to ScootchTransition from Walking to Slow Scootchno 
Wall Climb to WalkingTransition from Wall Climb to Walkingno 
Wall Climb to Ceiling ClimbTransition from Wall Climb to Ceiling Climbno 
Wall Climb to FallingTransition from Wall Climb to Falling, or letting go of wallno 
Ceiling Climb to FallingTransition from Ceiling Climb to Falling, or letting go of ceilingno 
Ceiling Climb to Wall ClimbTransition from climbing the ceiling to then climbing the wallno 

 

Notes on Animations Timing

  • Duration of the animation is scaled by the number of frames
  • The default Frames per Second (FPS) is 10
    • Future: we are working on custom FPS in a future build of NOODS Maker