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Hello again! I'm working on my latest character, and they have a form they can change into that can't hold items, but has a strong punch. I've got that all figured out by now, but I'd like for them to, instead of doing the punch animation when they attack unarmed, play the regular attack animation. I've already tried editing the scml file directly, and while I can replace certain things, I can't get exactly what I'd like. For example, I can easily delete punch_down, duplicate atk_down and rename the copy punch_down, but I'd like for atk_pre_down to play before that, if that makes any sense?

If there's any other way to do something like this that would have a similar visual effect, that would work too.

If anyone knows how I'd go about doing that, I'd really appreciate the assistance!

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Sounds like you're working on a game character animation setup. In the SCML (Spriter) file, what you're describing seems like a specific animation state transition challenge.

From a comic. and art perspective, this reminds me of how artists often play with anticipation and follow-through in character movements. In animation, those subtle pre-attack or wind-up frames can make a punch or strike feel more dynamic and intentional.

For your specific technical issue, here are a couple potential approaches:

  1. Animation Blending: Some game engines support animation blending where you can smoothly transition between atk_pre_down and your modified punch animation. This might give you the fluid effect you're looking for.
  2. Animation Sequence Modification: In your animation controller/script, you might be able to programmatically queue atk_pre_down to play immediately before your custom punch animation.

The exact implementation will depend on your game engine and animation system. Would you be willing to share a bit more context about what tool or engine you're using? That would help me give more precise guidance.

As a side note, this kind of meticulous animation work is exactly what makes game characters feel alive and responsive - it's almost like choreographing a comic book fight scene frame by frame!

Sorry for the late reply!
All of this sounds way out of my league, but I've been using the latest version of Spriter.
Considering the animations already exist, (Just the default weapon swinging animations) how would I go about making them what my character uses in place of the 'punch' animations?

You need to modify the action handler for action.attack to play your custom attack state that contains your custom animations.

Replacing the original animation will mean that new animation will override the punch animation that is used by all entities (namely other players) that play it.

Ultimately you'll want to look into how to make your own state. There is likely a tutorial in the sub forum.

Spriter is purely a animation software, and unless you play your custom animation in the code it won't show. This is why editing esctemplate doesn't do anything as it just a model not the animation. Ofc if you override a vanilla animation you will replace it but for everything that uses it.

16 hours ago, IronHunter said:

You need to modify the action handler for action.attack to play your custom attack state that contains your custom animations.

Replacing the original animation will mean that new animation will override the punch animation that is used by all entities (namely other players) that play it.

Ultimately you'll want to look into how to make your own state. There is likely a tutorial in the sub forum.

Spriter is purely a animation software, and unless you play your custom animation in the code it won't show. This is why editing esctemplate doesn't do anything as it just a model not the animation. Ofc if you override a vanilla animation you will replace it but for everything that uses it.

Damn, that's unfortunate. I'll look into states, but it sounds complicated. Thanks for the response!

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