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Hello! I've been working on a series of character mods with my friends and we're looking for some help with this animation. As you can see, our character is using the Walter Slingshot animation! When she pulls back the bow, it disappears. I wanted to reskin the slingshot into a bow, but I couldn't figure out how or where to find the anim.bin for it. 

bowAnim.gif.83bda528eb25f066df98ecd2a7120c62.gif

If anyone has any idea how we can go about this! I'd be very grateful! LMK if you need anymore information!

@Thomas Die Thanks for trying to help! While I've already looked at the swap_slingshot, it doesn't help much for reskining all things considered. Since the timeline is empty despite having the sprites around.

capture.thumb.PNG.89d446e7612f753ba1d7428674c3e273.PNG

With the guide that people post in most of these problems of custom animation! I should make it more clear what I'm looking for! It seems like that the walter slingshot animation requires some specific anim to be connected. I want to animate the bow itself, so it can pull the string back just like the slingshot. Animating the character is already done with reusing walter's slingshot animation, its the bow that requires some help! 

should be the same process, throughout the animation it should change the image symbol for swap_object or the item 
to form the animations.

swap_slingshot-10.png.132cde7adb0b37c55083e9ee567a95cf.png
string pulled back to fire rock
swap_slingshot-16.png.b3f707a8ea767199eb631eff340fd1f6.png
slingshot to be used to pull back string

so changing the image should be translated into the animation, sorry if i'm being the big dumb.

@Thomas Die What Anim.bin do you happen to be using for the anim_sling.zip you sent? Simply replacing the images with my assets I feel like wont work out that way.

And dont worry! we're both in the same boat of being confused haha. 

Some questions: Usually the swap_object is just the held item being left in a character's hand. Is there a way to just add a new anim to the swap_'bow' of mine and play that anim when it shoots? Or are you refering to the custom anim guide you posted earlier where I would have to somehow replicate the already made player slingshot animation thats in the game, and add my bow? 

 

You could show us the structure of your swap_bow folder.

As you can see, walters slingshot has multiple pictures all with different numbers at the end. As Thomas Die already said, the pictures will get changed when the animation is played. That means, you will need the same amount of pictures as the slingshot with the same numbers at the end.

  • Like 1

@Monti18 I placed in the slingshot sprites with the same naming just to see if it would work, then replace the sprites with my own art but that doesnt seem to be the case! I feel like something needs to be done to the spriter file? 

 image.png.cae94fce288662a8c4be442f0762b941.pngimage.png.a77c2b5f611705a2e2dc88f88cdb7776.png

 

Ok so a few things:

You added the tag slingshot after the check of TheWorld.ismastersim, this means the client won't have the tag, which could make problems as the stategraph checks for the tag in the server and client.

To have multiple pictures in your anim file, you need to use them in Spriter. Your file had only the base file of your bow, swap_rinbow-0 in it. You need to add all the different pictures into Spriter, I will add an example file in this post.

I tested it with your files and by adding all the pictures and also had no luck...

But I tried it once with the files from the slingshot, and it worked! 

I'm not sure if the size of the image files causes a problem, but I wil let you find this out ;)

Add swap_slingshot to exported, swap_slingshot2 to anim. 

Change the onequip function of rinbow to this:

Spoiler

local function OnEquip(inst, owner)
    local skin_build = inst:GetSkinBuild()
    if skin_build ~= nil then
        owner:PushEvent("equipskinneditem", inst:GetSkinName())
        owner.AnimState:OverrideItemSkinSymbol("swap_object", skin_build, "swap_slingshot2", inst.GUID, "swap_slingshot")
    else
        owner.AnimState:OverrideSymbol("swap_object", "swap_slingshot2", "swap_slingshot")
    end
    owner.AnimState:Show("ARM_carry")
    owner.AnimState:Hide("ARM_normal")

    if inst.components.container ~= nil then
        inst.components.container:Open(owner)
    end
end

 

and then you will have a slingshot with the pivot points not set :D

I would try now to replace the images with your image, just set the one you have for every file and see if you can see them. But it's probably better to make a new spriter file if you make a new trial as a lot of problems can come from that... If that doesn't work, try to change the pictures of the slingshot themselves, so just copy your bow on top and see if works.

Good luck!

 

swap_slingshot2.zip swap_slingshot.zip

  • Like 2

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