is designed and programmed by Bernhard Schulenburg. For questions or comments please mail to (bernhard.schulenburg@yahoo.com)

Below is a screen-shot of the app in action. Can you use it with your Operating System? Yes you can! It's fully programmed in Java, so you need to have a Java Runtime Environment installed (see sun's java homepage for more info on java.) Takakukei Animator works quite nicely. There are some little things, where usability could be better, but it's generally in good working condition. If you want to use it, ask me for the newest version and a tutorial and I'll write one up for you, quickly. It would be awsome for me to see you make a game using this flat polygon animation. If you want to load a takakukei animation into your game, you will need a specific java class, that I'll hand over to you. You can either use this java class directly (if your game runs on java) or you'd have to reprogram the thing in whichever language you're using. It's pretty short code, though. Maybe 150 lines at most. I worked on this animation tool, because originally I wanted to make an adventure game with this polygon optics. But once I got the tool ready to work, I kind of lost interest in the original idea of making the game. Maybe I'll save it for a future project. But if you feel like using it, yes you can!
Also I'll hand out the sources, if you feel like working on it. (Getting new features involved, etc...)
Further below you'll find a launch link. It will start takakukei animator via java web start. You can try it out. For drawing a Polygon you
have to use the Poly tool button and click your Polygon points together. Press ENTER to finish up the Polygon. Pressing ENTER will reconnect the poly's last point
to the first.

(1) About takakukei animator
(2) Animation
(3) Tools
(4) Layers
(5) Frames
(6) Movies
(7) Images
(8) Color Pallettes
(9) How to use takakukei editor
(10) Known Issues
(11) To Do List
(12) User Requests
launch takakukei

There. You should be seeing your first Polygon on the canvas. It will be black, as the default color is set to black. (You can change this on the color pallette left, just one click on any color.)
So now we said we wanted to rotate. In order to do that you need to specify which of your polygon's vertices you want to include into the rotation. Choose "select" on the construction tools window. Navigate the mouse cursor to the canvas and open a selection rectangle (by pressing the left mouse button). With the selection rectangle grab all the vertices you wish and release the mouse button. The vertices will be marked by little blue points. Now you can go on to the main thing. Push the "rotate" button. When you left-press in the canvas and pull the mouse cursor to the left or right you will rotate the set of blue marked vertices. And that's that. That is how you rotate about in takakukei. But before you wind up spinning all over the place I would like to let you know, that resizing is done pretty much the same way, analogously to rotation. First you select the vertices, then you push the "scale" button and finally you change the vertices on the canvas. The "translate" button works pretty much the same way. Select your vertices and perform the translation by dragging the mouse over the canvas.
The "color" tool allows you to select from any color of the RGB spectrum. This can be helpful if you quickly need a color that the current pallette doesn't display and you find it too irritating to generate a new pallette.

Each newly generated polygon will be attached to the currently active layer. You can add new layers in the menu [Layers] of the canvas menu bar. Also you can delete layers ([Layers] -> [Kill Layer]). Another thing you can do is switch the visibility of a layer on or off. In the layer window move the mouse cursor over the eye symbol and click left to toggle visibility. An invisible layer will not show it's polygons. Try it out. Reorder the layers via drag and drop in the layer list window as you deem neccessary. Now you know every function related to layers. A good way to use layers if for example you want to generate an animation of a running girl is to reserve one layer for each main body part. That's one layer for the left arm, one for the right, one for the head, one for the torso, one for each leg, and so on. You could also split the arm and hands into three or even more layers. This way it becomes easy to control the animation process, because you can select and manipulate every body part individually.