I am trying to export a series of circular images which make up the health bar in my game. I'm coding it in C#, which only accepts bitmap images AFAIK, meaning that I have to export my animation as bitmap, no way around that. The problem comes with scaling and locating my images.
This is nearly full health:
And this is barely any health:
I am looking to get a set of all 400 x 400 images so that if continuously switched between with the x and y position being located at the top left corner, it would be a smooth animation. I already have the SVG images, however, since the SVGs get smaller with less health, trace bitmap just makes the image larger if I specify "400 x 400" instead of letting me export the object at the same size as the others. I am aware that I could perhaps add a completely transparent square onto the image, but positioning it is going to be a pain and I'm hoping that there is a quicker way. I'm not 100% sure that I'll get a perfect animation either, and I'd like to know how to do things like this in the future, not only just waste time on one specific animation like this because it could take hours. So, what would be the quickest way that I could export all of these images correctly?
Here's an example of what I want to get after exporting bitmap images: