LockedSpider Posted January 2, 2019 Share Posted January 2, 2019 Hello! I need a bit of help with the front hair on my character. While I was working on a DST modded character I ran into a bit of a snag, the front hair was normal till I moved and the eyes popped in-front of it, same happens with most other actions. I'm assuming its being caused by the poor programming of the template character i'm using (I'm pretty sure you know which one its the most common one used) but I was wondering if I could get some assistance with this problem, I can post a .zip of my character if needed. Cheers. Link to comment Share on other sites More sharing options...
icantevenname Posted January 3, 2019 Share Posted January 3, 2019 (edited) I think it's just like that. Heck, the front hair doesn't move when the character is idle and going insane. Edited January 3, 2019 by icantevenname More info Link to comment Share on other sites More sharing options...
. . . Posted January 3, 2019 Share Posted January 3, 2019 the hair front symbol is very broken in most animations, I would recommend not using it. Link to comment Share on other sites More sharing options...
LockedSpider Posted January 3, 2019 Author Share Posted January 3, 2019 One thing is the new Wendy skin for Halloween has hair going over the eyes, so there is a way I wish I could just not use it but with the way my character looks and with how much I've drawn I don't think there's any turning back unless I want to rework a whole bunch 6 hours ago, SuperDavid said: the hair front symbol is very broken in most animations, I would recommend not using it. 7 hours ago, icantevenname said: I think it's just like that. Heck, the front hair doesn't move when the character is idle and going insane. Link to comment Share on other sites More sharing options...
IronHunter Posted January 3, 2019 Share Posted January 3, 2019 (edited) 8 hours ago, LockedSpider said: One thing is the new Wendy skin for Halloween has hair going over the eyes, so there is a way I wish I could just not use it but with the way my character looks and with how much I've drawn I don't think there's any turning back unless I want to rework a whole bunch The symbol she is using is "swap_FACE" a new symbol added that seems to be klei's replacement for the broken Hair front. It is also used by a wigfrid's deerclops costume skin. Unfortunately the esctemplate is outdated and doesn't have this symbol a long with arm_lower_cuff. But you can use the animation template instead as it has the symbols. Edited January 3, 2019 by IronHunter Link to comment Share on other sites More sharing options...
LockedSpider Posted January 5, 2019 Author Share Posted January 5, 2019 On 1/3/2019 at 2:48 PM, IronHunter said: The symbol she is using is "swap_FACE" a new symbol added that seems to be klei's replacement for the broken Hair front. It is also used by a wigfrid's deerclops costume skin. Unfortunately the esctemplate is outdated and doesn't have this symbol a long with arm_lower_cuff. But you can use the animation template instead as it has the symbols. Thanks! now I just need to learn how to use this template, could I just replace my exported folder on the esctemplate with this newer one? Link to comment Share on other sites More sharing options...
IronHunter Posted January 5, 2019 Share Posted January 5, 2019 (edited) Do to different resolution size and pivot locations, you likely will have to manually copy your sprites over to the new .pngs. As straight copy pasting the symbol folders will likely result in errors. You also will probably need to change certain code/text in the spriter file to match your templates one. Once you get more advanced and comfortable with opening the .scml with a text editor you can cleanly copy and paste and modify the build much more fluidly. Edit: Also a number of symbols are unneccessary for your character by default such as swap_hat, swap_body, beard etc. It would be wise to delete them in the spriter file and any data pertaining to them. If not no ill effects should happen, but it might increase the filesize and definitly the compile time for your build for testing purposes. Edited January 5, 2019 by IronHunter See above Link to comment Share on other sites More sharing options...
LockedSpider Posted January 5, 2019 Author Share Posted January 5, 2019 (edited) 48 minutes ago, IronHunter said: Do to different resolution size and pivot locations, you likely will have to manually copy your sprites over to the new .pngs. As straight copy pasting the symbol folders will likely result in errors. You also will probably need to change certain code/text in the spriter file to match your templates one. Once you get more advanced and comfortable with opening the .scml with a text editor you can cleanly copy and paste and modify the build much more fluidly. Edit: Also a number of symbols are unneccessary for your character by default such as swap_hat, swap_body, beard etc. It would be wise to delete them in the spriter file and any data pertaining to them. If not no ill effects should happen, but it might increase the filesize and definitly the compile time for your build for testing purposes. Thanks again, i'll get to work on fixing and testing, my original way I got around it was very... interesting to say the least, cut off the eyes where the hair covered and it kinda worked but there where major flaws in the actual animation, but atleast this gives me a chance to re-draw and edit some stuff! Edited January 5, 2019 by LockedSpider Link to comment Share on other sites More sharing options...
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