Draw order and notes

Use normal blend modes unless otherwise specified.
Play at 12 FPS unless otherwise specified.


From back (01) to front ( )

01	---	Backdrop_Hull_Static

02	---	Backdrop_TapestryRight_Loop (loops continuously)

03	---	Backdrop_TapestryLeft_Loop (loops continuously)

04	---	Bookshelves

		-Backdrop_ShelfLowerRight & LowerLeft
		(Static images, should move slowly about 6 pixels down and then back up with strong easing in and out to evoke hovering. Lower shelves should never move higher than their starting position. These look best when not perfectly in sync with each other.)

		-Backdrop_ShelfCenterRight & CenterLeft
		(Static images, should move slowly about 3 pixels down and then back up, then three pixels up and back down, with strong easing in and out at the highest and lowest point to evoke hovering. Center shelves can move both up and down. These look best when not perfectly in sync with each other.)

		-Backdrop_ShelfUpperRight & UpperLeft
		(Static images, should move slowly about 6 pixels up and then back down, with strong easing in and out at the highest and lowest point to evoke hovering. Upper shelves should never move lower than their starting point. These look best when not perfectly in sync with each other.)

05	---	Backdrop_Railing_Static

06	---	Backdrop_ReadingLight_Static (Static image, should move slowly about 6 pixels down and then back up, with strong easing in and out at the highest and lowest point to evoke hovering. Can move both up and down from its starting point. This looks best when not perfectly in sync with the Book [below])

07	---	Book_Page A,B,C,D,E,F,G,H (Starting with Book_PageA_Static. Static frames can be held as long as desired between page turns. Book_PageTurn should be used to advance from one page to the next, as labeled. Book_PageTurnAB_Once turns from A to B, Book_PageTurnBC_Once turns from B to C, etc. The page turn animation is synced to have the same number of frames as the Tarnoon's Arm. So, Book_PageTurnXY_Once should always be on the same frame as Away_Arms_PageTurn_Once. After the last frame of Book_PageTurnXY_Once, play Book_PageY_Static. The podium/book is a single layer, and can 'hover' a few pixels up and down as above. The arm is animated so that it should still look right even if the podium/book is not in its starting position when the page is turned. Pages should only be turned while the Tarnoon is in the AWAY phase [see below].)


THE TARNOON


The Tarnoon is animated in four Phases, AWAY, IN, TOWARD, and OUT. Layer order varies slightly for Away and Toward. In and Out are each animated as a single layer.

AWAY (The starting phase when communications begin.)

08	---	Away_Head_Static

09	---	Away_MouthClosed_Static or Away_MouthTalking_Random (Mouth shapes are animated such that playing them in any order should evoke speech. Occasional short 'pauses' of 2-5 frames using Away_MouthClosed_Static will give the speech better cadence.)

10	---	Away_Antennae[A,B,C or D]_Static or Away_Antennae[AB, AC, AD, BA, BD, CA, DA or DB]_Once (The antennae can be in up to four different positions. Position A is 'neutral'. Animations exist for A to transition to any other position (B, C, or D). Position B can also transition to D and back. Once the last frame of Away_AntennaeXY_Once is played, display Away_AntennaeY_Static until the antennae need to move to another position.)

11	---	Away_Arms
			_Resting_Static
			_Gesture[A,B or C]_In (transition from Resting_Static IN to the desired gesture, then Hold)
			_Gesture[A,B or C]_Hold (hold on this frame as long as desired)
			_Gesture[A,B or C]_Out (transition from Hold OUT of the current gesture and back to Resting Static)
			_PageTurn_Once (Starting from Resting_Static, this animation should be synced frame-for-frame with Book_PageTurnXY_Once [above] and should return to Resting_Static after the last frame.)

12	---	Away_Torso_Static

13	---	Away_WingsLeft and Away_WingsRight 
			_Resting_Static 
			_Buzz_In (transition from Resting_Static IN to Buzz_Loop)
			_Buzz_Loop (This loop PLAYS AT 24 FPS. All others play at 12 FPS. Loop as long as desired. Varied buzz lengths give the most pleasing effect. Wings should be static most of the time.)
			_Buzz_Out (transition back to Resting_Static.)

IN

08	---	Turn_WholeBody_In (no other tarnoon layers should be drawn during this transition. Looks best when arms, antennae etc. are at rest before this animation begins.

TOWARD

08	---	Toward_Head_Static

09	---	Toward_MouthResting_Static or Toward_MouthTalking_Random (Mouth shapes are animated such that playing them in any order should evoke speech. Occasional short 'pauses' of 2-5 frames using Toward_MouthClosed_Static will give the speech better cadence.)
		WHEN GLOWING: Play Toward_Glow_MouthResting_Static or Toward_Glow_MouthTalking_Random depending on which regular mouth animation is playing beneath it. The glow animation should be drawn using ADDITIVE blend mode, at its own x and y position according to its atlas. Only which frame is being displayed is directly dependent on the underlying mouth sprite. If Toward_MouthTalking_Random is on frame 004, then Toward_Glow_MouthTalking_Random should also be on frame 004. The opacity of this layer is determined by the same global variable controlling the other glow effects.)

10	---	Toward_Antennae[A,B,C or D]_Static or Toward_Antennae[AB, AC, AD, BA, BD, CA, DA or DB]_Once (The antennae can be in up to four different positions. Position A is 'neutral'. Animations exist for A to transition to any other position (B, C, or D). Position B can also transition to D and back. Once the last frame of Toward_AntennaeXY_Once is played, display Toward_AntennaeY_Static until the antennae need to move to another position.)

11	---	Toward_Body_Static

12	---	Toward_Arms
			_Resting_Static
			_Gesture[A,B, C or D]_In (transition from Resting_Static IN to the desired gesture, then Hold)
			_Gesture[A,B, C or D]_Hold or _Loop (hold/loop as long as desired)
			_Gesture[A,B, C or D]_Out (transition from Hold OUT of the current gesture and back to Resting Static)
		WHEN GLOWING: Play Toward_ArmGlow_Static or Toward_ArmGlow_Gesture[B or C]_In, Out, Hold or Loop depending on which regular arm animation is playing beneath it. The glow animation should be drawn using ADDITIVE blend mode, at its own x and y position according to its atlas. Only the animation [B or C -- In, Hold, Loop, or Out] and which frame is being displayed is directly dependent on the underlying arm sprite. If Toward_Arms_GestureB_In is on frame 002, then Toward_ArmGlow_GestureB_In should also be on frame 002. The opacity of the glow layer is determined by the same global variable controlling the other glow effects. NOTE: Gestures A and D use Toward_ArmGlow_Static, since the shoulder doesn't move during these gestures.)
			
13	---	Toward_Mantle_Static

14	---	Toward_GlowCracks_Static (this static image is slightly offset in time from the other glow effects. It should begin to appear about half a second earlier than the other glow layers, and should start and finish fading about half a second later than the other glow layers. This creates the effect that the heat is coming from inside the Tarnoon, rather than simply being drawn on top of him, and also make it appear to recede back into him when he cools. This layer is drawn using ADDITIVE blend mode.

15	---	Toward_BodyGlow_Static (this static image is drawn on top of all other visible Tarnoon layers. It is drawn with ADDITIVE blend mode, and its opacity is set by the same global variable as all other glow layers except GlowCracks [above].) 

	NOTE: A small amount of randomized variance in glow opacity while the glow is at its peak adds a 'smoldering' effect. This can be applied to all glow layers EXCEPT Glow_Cracks, which should stay at 100% opacity until the tarnoon begins to cool. It should take about one second for the global glow opacity to transition from completely transparent to peak opacity. Glow_Cracks should also take about one second to reach full opacity, but its opacity change should start and end half a second earlier when the glow is turning on, and start and end half a second later when it is turning off. Heating up and cooling off should change the opacity with a lot of easing in and out. 

OUT

08	---	Turn_WholeBody_Out (no other tarnoon layers should be drawn during this transition. Looks best when arms, antennae etc. are at rest and all glowing has stopped before this animation begins.

	