SuperMeatGoy Posted November 10, 2020 Share Posted November 10, 2020 How do i decompile anim.bin files into a scml, so I can edit them in spriter and then recompile it back into an anim & build or whatever? Link to comment Share on other sites More sharing options...
SuperMeatGoy Posted November 10, 2020 Author Share Posted November 10, 2020 Update: I now know how to convert anim.bins into .scml files, but I still dont know how to convert scml files to .bin files. Any help would be greatly appreciated Link to comment Share on other sites More sharing options...
AndRay Posted November 10, 2020 Share Posted November 10, 2020 .scml files need to be compiled by the game's default autocompiler, which runs at startup. So, put your files inside exported with the right hierarchy (I think you need a folder which is the name of the animation, and inside of that another folder with the same name if I'm not mistaken), get the mod ingame (or put it into your mod folder) and then open Don't Starve Together. Or you can use the command prompt to manually run the autocompiler. 1 Link to comment Share on other sites More sharing options...
SuperMeatGoy Posted November 11, 2020 Author Share Posted November 11, 2020 (edited) 15 hours ago, AndRay said: .scml files need to be compiled by the game's default autocompiler, which runs at startup. So, put your files inside exported with the right hierarchy (I think you need a folder which is the name of the animation, and inside of that another folder with the same name if I'm not mistaken), get the mod ingame (or put it into your mod folder) and then open Don't Starve Together. Or you can use the command prompt to manually run the autocompiler. so I've done exactly what you described and my stuff got compiled into a .zip, but instead of being the .bin files I get an "animation.xml" & a "build.xml" along with what seems to be all of the PNGs used in the animation. Is this good? Can i just use this or do I still need to further convert it to the proper bins and text file? Edited November 11, 2020 by SuperMeatGoy Link to comment Share on other sites More sharing options...
AndRay Posted November 11, 2020 Share Posted November 11, 2020 I know it's annoying but I think you can use the autocompiler *again*. (If I'm not mistaken, it's been quite a while since I dealt with this madness) This is a precompiled format (essentially unzipping the scml) 1 Link to comment Share on other sites More sharing options...
SuperMeatGoy Posted November 11, 2020 Author Share Posted November 11, 2020 What do i change to the exported folder before I run the autocompiler again? If i run it again normally it doesn't do anything, the zip file has the exact same contents as last post. Link to comment Share on other sites More sharing options...
AndRay Posted November 11, 2020 Share Posted November 11, 2020 Okay, you have a bad file hierarchy then. I'll try to clear up what I remember and see if it helps. I'll talk about an animation file for bacon, just so the name is clear. And I'll call my mod eggs. So, inside eggs, there must be an exported folder. Inside that, a folder called bacon. Inside that another folder called bacon. The internal bacon folder must have the image files the .scml needs. The outer bacon folder must have a .scml file named bacon, that uses the images in the internal bacon folder. That bacon.scml file must have the animation and bank correctly named, both also to bacon (these are the "folder" bits in the right side panel in Spriter) Does it make sense? I'm sorry it's a bit confusing, but as far as I know the naming conventions are not optional. 1 Link to comment Share on other sites More sharing options...
SuperMeatGoy Posted November 11, 2020 Author Share Posted November 11, 2020 I understand but I have two questions: 1: When I move the SCML to the outer folder & move everything in subfolders of the inner folder to just the inner folder, all of the pictures used in the spriter animation become invisible. 2: Where do i go in spriter to rename the animation and bank? Link to comment Share on other sites More sharing options...
AndRay Posted November 11, 2020 Share Posted November 11, 2020 (edited) You need to re-do your animation :/ You are using the wrong file locations when you change the asset location place, and Spriter goes "oh no, I guess those will come later, better save their spot" Just double-click on the slot and you can rename it. I'll send a screenshot. I dunno why I didn't open my example file before, I'm sorry Oh, and the asset names can be whatever. Just be sure that you're using a correct .png (no added info or compressed or anything) otherwise the game won't compile them. Default setting for GIMP exporting worked for me. Edited November 11, 2020 by AndRay 1 Link to comment Share on other sites More sharing options...
SuperMeatGoy Posted November 11, 2020 Author Share Posted November 11, 2020 I was able to undo the messing-up of my scml but it is still in the inner folder rather than the outer-folder. How do I change this without messing it up? Link to comment Share on other sites More sharing options...
AndRay Posted November 11, 2020 Share Posted November 11, 2020 I believe Spriter paths are absolute and therefore you could just move the .scml. You'll have to try, though. 1 Link to comment Share on other sites More sharing options...
SuperMeatGoy Posted November 11, 2020 Author Share Posted November 11, 2020 yea if i move it to the outer folder everything goes invisible Link to comment Share on other sites More sharing options...
AndRay Posted November 11, 2020 Share Posted November 11, 2020 If the animation is not that complicated it's easier to just start over. You might have started with the wrong root folder and if so, there is no easy fix. 1 Link to comment Share on other sites More sharing options...
SuperMeatGoy Posted November 11, 2020 Author Share Posted November 11, 2020 (edited) 6 minutes ago, AndRay said: If the animation is not that complicated it's easier to just start over. You might have started with the wrong root folder and if so, there is no easy fix. Is there any way i can open up spriter twice? if so, couldnt I just copypaste the animation? EDIT: im just going to test this myself i figured out where to find spriter in steam's files Edited November 11, 2020 by SuperMeatGoy Link to comment Share on other sites More sharing options...
AndRay Posted November 11, 2020 Share Posted November 11, 2020 (edited) You can go to your Steam directory (or the place ModTools is installed) and open up Spriter via the executable. This works twice. Edited November 11, 2020 by AndRay 1 Link to comment Share on other sites More sharing options...
SuperMeatGoy Posted November 11, 2020 Author Share Posted November 11, 2020 ok so i have two scmls open, one of them is the scml in the inner folder (works just fine) and the other is the same scml pasted in the outer folder (doesnt work). The animation is like all 6 or 7 of the butterfly's animations that i slightly tweaked and gave bigger wingers to. They are way too complicated to try and recreate from scratch, especially considering that this is merely for a test to see if I can get this to work or not. Do you know how to copy and paste keyframes? Link to comment Share on other sites More sharing options...
AndRay Posted November 11, 2020 Share Posted November 11, 2020 I don't, actually :/ But I think you can manually change the animation data on the first compiled version. So, grab your compiled version, open it and try to mass-replace data if you can. Link to comment Share on other sites More sharing options...
goobboy Posted June 9, 2022 Share Posted June 9, 2022 (edited) The bin files are automatically put in the anim folder Edited June 9, 2022 by goobboy Link to comment Share on other sites More sharing options...
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