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How to make KAnim file and add to Assets


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Haven't done this yet. But I think you need to generate your animation and place it in the right folder of your mod (probably mods/dev/yourmod/anim/assets). It should load it into memory automatically and you can get the object with Assets.GetAnim() as you already noticed. Not entirely sure though.

This should help you make your KAnim file:

 

Note:

I checked the code and it seems KAnims are loaded in Assembly-CSarph.dll KMod.Mod.LoadAnimation() It looks for a folder "anim" and then loops through all direct subfolders. So any folder in yourmod/anim/ can be named whatever you like. But don't put it directly in anim, must be one subfolder.

 

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That tutorial is old and out of date. The devs changed the load procedure to not need Unity AssetBundles anymore. In the "youmod/anim/assets" you then need a folder with the name of your asset and then in that folder you put your png, build, and anim. If you are trying to make custom graphics you may need to make it entirely custom using spriter. You might want to look on the unofficial discord in the modding dev channel for further help/reading.

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