In this video, you will learn how to assemble all of our animation frames into a spreadsheet and import them into Unity. Hi there, Andrew here. We're going to take all of the poses we have created for our characters so far and import them into Unity. I have an isle animation, a single frame for a jump, a run cycle, and a three frame attack animation I made outside of the videos. Just like in Photoshop, Unity will play each of these animations one at a time, to create an illusion of motion. We could import each frame one by one, but that becomes messy and time consuming. Instead, create a new document large enough to fit all of our frames of animation. Our goal is, to pack all of these frames into the smallest, relatively square image possible. It is essential that there isn't any overlapping, and that each character has their own unbroken, rectangular section on the spreed sheet. Like with the other animations we've created, I'm using a blue background to make the characters stand out, but we won't be using it in the final product. Once the layout is complete, turn off the background layer and save the document. Import the document into a Unity project and apply all the same settings we used previously for pixel art assets, set sprite mode to multiple, and click the button for sprite editor. Click slice, and set type to automatic, this will create rectangular bounding boxes for each of the sprites. We want the pivot point to be the reference point for our character, so I'm setting it to bottom center to make it easier to line up all the frames of our animation. A few of our frames got missed so, drag a selection rectangle out with the left mouse button, to create slices for them as well. Next I go through the pivot points one by one, to ensure they are in relatively the same position. Once you're satisfied, close the sprite editor and look at it in the asset pane. In order to turn this from a series of images into an animation, we'll need to turn it into an animation clip. Go to window, animation, to open the animation pane. In the scene hierarchy pane, create a new empty game object by right clicking the pane, and selecting create empty, rename this object something like character, or Annie, or whatever you want to call your character. Then, in the animation window, select create to make a new animation clip and name it, annie_run cycle for example. Naming is important because, when you begin to create more animations from more characters, and enemies you want them to be easy to distinguish from each other. Grab the four frames corresponding to the run cycle and drag them into the animation pane. They will be automatically imported as key frames for this animation. Now, by dragging the play ahead, or playing the animation, we'll be able to see a preview of our run cycle, and the scene view, but it's playing way too fast. I can select the key frames in the animation pane and simply drag the right edge to increase the amount of time in our animation. We can see the animation isn't playing quite right, and is sticking in a couple of areas. The animator will keep showing the current frame until a new one comes along. At the last frame, it will loop back around. This means that if our fourth frame is our last frame, it'll barely get shown at all before the animation loops all the way back around. We can fix this by copying our first frame and then pasting it as our last, then, adjust the timing accordingly until we get a smooth run cycle. You now have an animation clip that can be triggered by code or a Unity animator. This wraps up week four of this module and the last of the Pixel Art instructional videos. Take what you learned this week, and try to create some animations for the enemy you made in week three. Next week, you'll take everything you've learned from this module and apply it to create it a Pixel Art asset pack for Unity.