Is there an easier way to load all the costumes of an animated GIF in a Snap project I already created? I know direct import for animated GIFs doesn't work, so I tried different strategies:
importing the animated gif in Scratch and convert the project to Snap via Snapinator: it works, but when I import the project in my already existing project the converted project completely replaces the project I'm working on. This implies either 1) I should have all animated GIF sprites ready in advance, before starting coding, something that doesn't make this strategy very useful or 2) I must export all the sprites of the current project, one by one, and then import all of them in a new project where I opened the animated GIF converted to a Snap project via Snapinator. This can be VERY time consuming, as my projects have on average 80-100 sprites.
importing the animated gif in Scratch, then export the sprite. Unfortunately Scratch sprites cannot be converted via @djdolphin's Snapinator
importing the animated GIF in Scratch, save the project, open the project in BYOB then export the sprite. Unfortunately Snap cannot import BYOB sprites
create a Snap module: I couldn't find instructions on how to do that
they keep the order in which you drag them into the costumes. So, the file on the top will be the first costume, then the second file will be the second costume and so on.
I hope that helps.
you can import the gif into scratch, export the sprite, and instead of using snapinator, change the .sprite3 extension to .zip, and then go into the zipped folder. There's all the costumes, but the names are not correct, so...
Maybe you have the support for retina display enabled. You can disable the support (by shift-clicking the settings menu), import the GIF and the reenable it (if you don't want your GUI being slightly blurred).