Name
WriteAnimFrame -- append frame to sequential anim (V4.5)
Synopsis
WriteAnimFrame(id, brush_id[, table])
Function
This function can be used to append a single new frame to a sequential animation object created with BeginAnimStream(). The frame that shall be appended to the animation must be provided as a brush. Ideally, the brush's size should match the dimensions specified in BeginAnimStream() but this function will do automatic padding if the sizes do not match.

The optional table argument allows you to configure further parameters:

X, Y:
These two allow you to configure the position at which the brush shall be copied in the frame. This is useful when adding a frame that is smaller than the anim bounding box. You could for example center this frame in the anim then. Defaults to 0,0 which means top left corner.

Delay:
Set this field if you want to attach a time delay to this frame. The time must be specified in milliseconds. Not all anim formats support frame delays. See the table below. Defaults to 0 which means no delay.

Dither:
Set to True to enable dithering. This field is only handled when the format is palette-based and the source data is in RGB format. GIF and IFF anims always use a color palette. Defaults to False which means no dithering.

Depth:
Specifies the desired frame depth. This is only handled when the format is palette-based and the source data is in RGB format. Valid values are between 1 (= 2 colors) and 8 (= 256 colors). Defaults to 8. (V9.0)

Colors:
This is an alternative to the Depth tag. Instead of a bit depth, you can pass how many colors the frame shall use here. Again, this is only handled when the format is palette-based and the source data is in RGB format. Valid values are between 1 and 256. Defaults to 256.

Optimize:
Specifies whether or not Hollywood shall try to optimize this frame. Optimized saving is slower but usually leads to smaller animations. Defaults to True.

FillColor:
When saving an RGB frame that has transparent pixels, you can specify an RGB color that should be written to all those transparent pixels here. This is probably of not much practical use. Defaults to #NOCOLOR which means that transparent pixels will be left as they are. (V9.0)

Here is a table that shows an overview which table elements can be used with the different animation formats:

Inputs
id
identifier of the animation object to append to; must be obtained using BeginAnimStream()
brush_id
identifier of brush to append to animation
table
optional: further arguments for save operation; see above
Example
See BeginAnimStream


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