As you’ve probably noticed, Tynker has several kinds of actors. Some actors like Codey or the Dragons are built using the Character Creator.
You can think of these actors as rigs that can use common animations, for example: Throw, Run, or Jump. Rigs are in groups, according to their size and their animation abilities and perspectives.
People are large rigs that have 2D animations perfect for platformer games and stories.
Kids are smaller rigs that have animations in four directions, side-to-side and front-to-back. This makes Kids great for “top down” games as well as platformers. They have a HUGE number of available animations in various perspectives.
Monsters are little gremlins and trolls in the same style as Codey. They have a smaller number of animations like Walk, Jump, and Sleep, and they are only 2D.
You’ll also see Rovers, Dragons, and Teen type rigs, which you can explore on your own.
BTW. Actors that aren’t created with the Character Creator only use costumes for their animations, which means their costumes are simple static images. You can use the next costume blocks to animate these actors.
Make a Person?!
Let’s go ahead and create a character you’ll be able to animate! Go to Add Actor and choose Character Builder, then choose the People category.
You’ll see a big list of characters to start with. Choose one! After making your pick, you’ll see a character creator screen appear. With this tool, you can change your character’s hair, what they’re wearing, and more!
❶ Part Selector. Choose which body part to change, then try out some new options. Customize your character’s ears, legs, shoes, and more!
❷ Your Character. You’ll see the changes show up here, right away.
❸ Preview Animation. Click one of these actions, and your character will perform it.
❹ Reset. Your character looking a little weird? This button will make your character go back to their default eyes, hands, and everything else!
❺ Save. Once you’re happy with how your character looks, click Save and get back to coding!
Here’s a preview of the Kick and the Jump animation.
Project #1: Animation Board
You can control rigs with code. Let’s code buttons that will make your new custom actor perform different animations.
Code The Buttons
Add a button like the Red Button to your project (Add Actor > Media Library), then give it a name in the Actor List like “Jump,” “Dance,” or “Throw”—whatever animation you want your character to perform.
We’ll give two scripts for the button. First, we’ll set a label for the button. Notice how the label becomes the actor’s name using the my actor name block!
Then, when the button is clicked, it will switch costumes and broadcast the Dance message. The wait block makes sure that we can see the button’s costumes switching.
We’ll make your character respond to this message shortly.
Add another button actor, and have it broadcast a different message—like “Switch.” You can save time coding this by duplicating your first button actor in the Actor List (Click on the ⋮ and then choose Duplicate).
Code The Rig
Then go back to your custom character and give them this code. First, have your character start with an Idle animation. Then give your character a hat. Pick anything you like!
Then make the rig respond to your buttons’ broadcasts. I wanted my character to dance:
Here’s code that makes the character switch Hats!
Play your project, then press your on-Stage buttons to make sure everything is working as you expected.
Try duplicating the button and create new messages to control your character’s animations.
Make a button that does more than a single animation—a whole dance routine or a combat sequence!
To Wait or Not?
Did you notice that there are two animation code blocks in this project? One is animate, the other is animate and wait. What’s the difference? The animate and wait block won’t run additional blocks until the animation sequence finishes! In contrast, the regular animate block can be interrupted.
For animations in your game or story that you want to be interrupted (for example, like idling, walking, or running), you can use the animate block. For animations that you know need to finish (for example, actions like dancing, dying, throwing) use the animate and wait block instead. Experiment to find out what’s right for your project!
Project #2: Make ’em Flip
You can also create custom animations, give them a name, and use them in projects. This is a custom animation for a flip.
Let’s code it! Notice how we use the wait for animation named flip to finish before performing another animation. Give this code a try:
Project #3: Gigantify Your Rig
Here’s another custom animation. Imagine you had a story or a game where a character drinks a potion and gets much bigger. You would want the actor to grow over time, then revert to normal.
Here’s how you could code it, using a mouse click as a trigger. In this code, you can see there are two custom animations, grow and shrink.
Do Some Animations Yourself!
Want some ideas for your own Tynker projects? Here are a few:
- Add two characters to a program and make them have a conversation. You could create a story or tell a joke.
- Try making your own custom animation block.
- How can you use the set part block in your story or joke?
Did you make a custom character do something cool with code? Tell us at firstname.lastname@example.org.
Looking for more activities? Check out more Tynker Toolbox articles!
- Tynker Workshop Basics — Learn about coordinates and start coding with Tynker.
- The Character Creator — Take control of custom rigs using the Animation blocks.
- The Physics Blocks — Create games or simulations with gravity, collisions, and more. Think: Angry Birds and Marble Madness.
- The Pen Blocks — Make your actors draw as they move. Create patterns, draw geometric shapes, and more.
- The Sound Blocks — Play music with code! Add custom sound effects, too. Tynker’s brand new music tool supports MIDI and MP3.
- Code Block Tricks — Get top-secret ninja tips for writing code fast in Tynker Workshop.
- The Debugger — Learn about Tynker’s data debugger and get bug-fixing tips.