rons0n Posted May 20, 2015 Share Posted May 20, 2015 (edited) I'm working on something right now and I'm wondering if its possible to slow down the running animation of my character? Not the speed, the animation. is this possible in spriter? Hopefully something that isn't "Add more custom sprites in the running animation" . Edited May 20, 2015 by rons0n Link to comment https://forums.kleientertainment.com/forums/topic/54224-slow-down-animation/ Share on other sites More sharing options...
Corrosive Posted May 21, 2015 Share Posted May 21, 2015 Only if you are already overriding the basic player run animations for your character, which I imagine you are not. Link to comment https://forums.kleientertainment.com/forums/topic/54224-slow-down-animation/#findComment-639312 Share on other sites More sharing options...
rons0n Posted May 22, 2015 Author Share Posted May 22, 2015 (edited) Only if you are already overriding the basic player run animations for your character, which I imagine you are not. Sorry for the late reply but sadly you're correct, I havent done any sort of that x_x. As of right now I decided to throw this idea to the side until I get other priorities done. I do have another spriter related question though, is there any other alternatives to change where the sprites are located in the spriter project? Usually what I do is change the x and y axis pivots(in notepad++) to fix anything that doesn't look quite right. But this project in particular is rather (much)different so it's much more time consuming if I do it that way. Also to be clear i'm using Extended Sample Character template but changing the template quite a lot to accommodate this character. Edited May 22, 2015 by rons0n Link to comment https://forums.kleientertainment.com/forums/topic/54224-slow-down-animation/#findComment-639713 Share on other sites More sharing options...
Corrosive Posted May 22, 2015 Share Posted May 22, 2015 @rons0n, The x and y positions of sprites in any character build project have no bearing on their in-game positions. The way the game does it is a bit like if you were to call AnimState:OverrideSymbol() on every single symbol of Wilson (the big difference being that instead of overriding them, they become the new defaults). You are still using all of the positional data contained within the player animations in the various anim.bin files (most of these are in player_<whatever>.zip). A symbol isn't just a square image. It's a "cut-out" of the non-transparent region of a sprite. It's like drawing a character onto an overhead transparency, and then using scissors to trim off the excess empty transparency. That means that instead of having tidy symbols like this: --------- ---------| old | | new || arm | | arm | --------- ---------You actually have symbols like this: old arm new arm __ | | __ | |__ | | \____| | |_____ |________|(The difference is even more pronounced if you imagine the symbols produced by say, a spear vs a lantern. Those are harder to draw using " | " and " - " though ) The way that the game matches these symbols up is by their pivot points: old arm new arm __ |x | __ | |__ |x | <--- when the new arm gets swapped in, it is \____| | |_____ offset so that the new pivot aligns with the |________| old.One trick you could employ to make sure everything lines up properly is to first open up all of the original sample character images in your layer-supporting image editing software of choice (Photoshop, GIMP, etc.) In each image, drop in your version of that image as a new layer, and align it as best you can. Assuming your images don't require more space than the template's images, you should be able to hide the template layers and then save the images so that they all line up exactly. If you need to increase the size of any image's canvas, you can also calculate what the new offset needs to be, but that takes a bit more work. Link to comment https://forums.kleientertainment.com/forums/topic/54224-slow-down-animation/#findComment-639730 Share on other sites More sharing options...
rons0n Posted May 22, 2015 Author Share Posted May 22, 2015 @rons0n, The x and y positions of sprites in any character build project have no bearing on their in-game positions. The way the game does it is a bit like if you were to call AnimState:OverrideSymbol() on every single symbol of Wilson (the big difference being that instead of overriding them, they become the new defaults). You are still using all of the positional data contained within the player animations in the various anim.bin files (most of these are in player_<whatever>.zip). A symbol isn't just a square image. It's a "cut-out" of the non-transparent region of a sprite. It's like drawing a character onto an overhead transparency, and then using scissors to trim off the excess empty transparency. That means that instead of having tidy symbols like this: --------- ---------| old | | new || arm | | arm | --------- ---------You actually have symbols like this: old arm new arm __ | | __ | |__ | | \____| | |_____ |________|(The difference is even more pronounced if you imagine the symbols produced by say, a spear vs a lantern. Those are harder to draw using " | " and " - " though ) The way that the game matches these symbols up is by their pivot points: old arm new arm __ |x | __ | |__ |x | <--- when the new arm gets swapped in, it is \____| | |_____ offset so that the new pivot aligns with the |________| old.One trick you could employ to make sure everything lines up properly is to first open up all of the original sample character images in your layer-supporting image editing software of choice (Photoshop, GIMP, etc.) In each image, drop in your version of that image as a new layer, and align it as best you can. Assuming your images don't require more space than the template's images, you should be able to hide the template layers and then save the images so that they all line up exactly. If you need to increase the size of any image's canvas, you can also calculate what the new offset needs to be, but that takes a bit more work.Thank you for the helpful information but I'm quite confused on what you mean by saying that the X and Y positions take no bearing in-game. Why I say this is because I've done other projects where I've edited the X and Y positions so they look correctly in-game. And they do! Maybe we're talking about different X and Y positions altogether? I didn't want to show this to the public yet but maybe it'll help me get the answer I need. Heres the project: Now I know you may think all I did was just move the images around but I didn't. I actually edited the scml(spriter project) and changed the X and Y axis as shown below.<?xml version="1.0" encoding="UTF-8"?><spriter_data scml_version="1.0" generator="BrashMonkey Spriter" generator_version="b10"> <folder id="0" name="face"> <file id="0" name="face/face-0.png" width="200" height="200" pivot_x="0.542747" pivot_y="0.400502"/> <file id="1" name="face/face-1.png" width="200" height="200" pivot_x="0.542747" pivot_y="0.400502"/> <file id="2" name="face/face-2.png" width="200" height="200" pivot_x="0.542747" pivot_y="0.400502"/> <file id="3" name="face/face-3.png" width="200" height="200" pivot_x="0.542747" pivot_y="0.400502"/> <file id="4" name="face/face-4.png" width="200" height="200" pivot_x="0.692747" pivot_y="0.370002"/> <file id="5" name="face/face-5.png" width="200" height="200" pivot_x="0.622747" pivot_y="0.370002"/> <file id="6" name="face/face-6.png" width="200" height="200" pivot_x="0.622747" pivot_y="0.370002"/> <file id="7" name="face/face-7.png" width="200" height="200" pivot_x="0.622747" pivot_y="0.370002"/> <file id="8" name="face/face-8.png" width="200" height="200" pivot_x="0.542747" pivot_y="0.400502"/> <file id="9" name="face/face-9.png" width="200" height="200" pivot_x="0.542747" pivot_y="0.400502"/> <file id="10" name="face/face-10.png" width="200" height="200" pivot_x="0.542747" pivot_y="0.400502"/> <file id="11" name="face/face-11.png" width="200" height="200" pivot_x="0.542747" pivot_y="0.400502"/> <file id="12" name="face/face-12.png" width="200" height="200" pivot_x="0.542747" pivot_y="0.400502"/> <file id="13" name="face/face-13.png" width="200" height="200" pivot_x="0.542747" pivot_y="0.400502"/> <file id="14" name="face/face-14.png" width="200" height="200" pivot_x="0.542747" pivot_y="0.400502"/> <file id="15" name="face/face-15.png" width="200" height="200" pivot_x="0.542747" pivot_y="0.400502"/> <file id="16" name="face/face-16.png" width="200" height="200" pivot_x="0.542747" pivot_y="0.400502"/> <file id="17" name="face/face-17.png" width="200" height="200" pivot_x="0.542747" pivot_y="0.400502"/> <file id="18" name="face/face-18.png" width="200" height="200" pivot_x="0.542747" pivot_y="0.400502"/> <file id="19" name="face/face-19.png" width="200" height="200" pivot_x="0.542747" pivot_y="0.400502"/> <file id="20" name="face/face-20.png" width="200" height="200" pivot_x="0.542747" pivot_y="0.400502"/> <file id="21" name="face/face-21.png" width="200" height="200" pivot_x="0.542747" pivot_y="0.400502"/> <file id="22" name="face/face-22.png" width="200" height="200" pivot_x="0.542747" pivot_y="0.400502"/> <file id="23" name="face/face-23.png" width="200" height="200" pivot_x="0.542747" pivot_y="0.400502"/> <file id="24" name="face/face-24.png" width="200" height="200" pivot_x="0.542747" pivot_y="0.400502"/> <file id="25" name="face/face-25.png" width="200" height="200" pivot_x="0.542747" pivot_y="0.400502"/> <file id="26" name="face/face-26.png" width="200" height="200" pivot_x="0.542747" 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pivot_y="0.186585"/> </folder> <folder id="2" name="hair"> <file id="0" name="hair/hair-0.png" width="400" height="400" pivot_x="0.505630" pivot_y="0.381312"/> <file id="1" name="hair/hair-1.png" width="400" height="400" pivot_x="0.557936" pivot_y="0.399752"/> <file id="2" name="hair/hair-2.png" width="400" height="400" pivot_x="0.505630" pivot_y="0.381312"/> <file id="3" name="hair/hair-3.png" width="400" height="400" pivot_x="0.505630" pivot_y="0.381312"/> </folder> <folder id="3" name="torso"> <file id="0" name="torso/torso-0.png" width="160" height="120" pivot_x="0.499996" pivot_y="0.000879"/> <file id="1" name="torso/torso-1.png" width="160" height="120" pivot_x="0.515621" pivot_y="0.000712"/> <file id="2" name="torso/torso-2.png" width="160" height="120" pivot_x="0.478903" pivot_y="0.000879"/> <file id="3" name="torso/torso-3.png" width="160" height="120" pivot_x="0.499997" pivot_y="0.000420"/> <file id="4" name="torso/torso-4.png" width="160" height="120" pivot_x="0.461559" pivot_y="0.000629"/> <file id="5" name="torso/torso-5.png" width="160" height="120" pivot_x="0.527027" pivot_y="0.000170"/> <file id="6" name="torso/torso-6.png" width="160" height="120" pivot_x="0.499996" pivot_y="0.011671"/> <file id="7" name="torso/torso-7.png" width="160" height="120" pivot_x="0.549996" pivot_y="0.009587"/> <file id="8" name="torso/torso-8.png" width="160" height="120" pivot_x="0.495621" pivot_y="0.010004"/> <file id="9" name="torso/torso-9.png" width="160" height="120" pivot_x="0.460934" pivot_y="0.443754"/> <file id="10" name="torso/torso-10.png" width="160" height="120" pivot_x="0.515621" pivot_y="0.000712"/> </folder> <folder id="4" name="foot"> <file id="0" name="foot/foot-0.png" width="100" height="100" pivot_x="0.73" pivot_y="1.19"/> <file id="1" name="foot/foot-1.png" width="100" height="100" pivot_x="0.42" pivot_y="1.19"/> <file id="2" name="foot/foot-2.png" width="100" height="100" pivot_x="0.355" pivot_y="1.15"/> <file id="3" name="foot/foot-3.png" width="100" height="100" pivot_x="0.74" pivot_y="1.25"/> <file id="4" name="foot/foot-4.png" width="100" height="100" pivot_x="0.8" pivot_y="0.5"/> <file id="5" name="foot/foot-5.png" width="100" height="100" pivot_x="0.5" pivot_y="0.65"/> <file id="6" name="foot/foot-6.png" width="100" height="100" pivot_x="0.65" pivot_y="0.65"/> <file id="7" name="foot/foot-7.png" width="100" height="100" pivot_x="0.5" pivot_y="0.65"/> </folder> <folder id="5" name="hand"> <file id="0" name="hand/hand-0.png" width="100" height="100" pivot_x="0.742744" pivot_y="0.701254"/> <file id="1" name="hand/hand-1.png" width="100" height="100" pivot_x="0.095495" pivot_y="0.916004"/> <file id="2" name="hand/hand-2.png" width="100" height="100" pivot_x="0.699244" pivot_y="0.699754"/> <file id="3" name="hand/hand-3.png" width="100" height="100" pivot_x="0.513244" pivot_y="0.614504"/> <file id="4" name="hand/hand-4.png" width="100" height="100" pivot_x="0.098244" pivot_y="0.966755"/> <file id="5" name="hand/hand-5.png" width="100" height="100" pivot_x="0.817745" pivot_y="0.709004"/> <file id="6" name="hand/hand-6.png" width="100" height="100" pivot_x="0.604995" pivot_y="0.698504"/> <file id="7" name="hand/hand-7.png" width="100" height="100" pivot_x="0.398994" pivot_y="0.690755"/> <file id="8" name="hand/hand-8.png" width="100" height="100" pivot_x="0.362994" pivot_y="0.670004"/> <file id="9" name="hand/hand-9.png" width="100" height="100" pivot_x="0.384995" pivot_y="0.630504"/> <file id="10" name="hand/hand-10.png" width="100" height="100" pivot_x="0.465994" pivot_y="0.688255"/> <file id="11" name="hand/hand-11.png" width="100" height="100" pivot_x="0.492744" pivot_y="0.621254"/> <file id="12" name="hand/hand-12.png" width="100" height="100" pivot_x="0.477495" pivot_y="0.636004"/> <file id="13" name="hand/hand-13.png" width="100" height="100" pivot_x="0.501494" pivot_y="0.697004"/> <file id="14" name="hand/hand-14.png" width="100" height="100" pivot_x="0.458244" 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width="80" height="80" pivot_x="0.532181" pivot_y="0.739693"/> </folder> <folder id="9" name="cheeks"> <file id="0" name="cheeks/cheeks-0.png" width="64" height="60" pivot_x="0.508586" pivot_y="0.499592"/> <file id="1" name="cheeks/cheeks-1.png" width="64" height="60" pivot_x="0.461711" pivot_y="0.482092"/> </folder> <folder id="10" name="hair_hat"> <file id="0" name="hair_hat/hair_hat-0.png" width="400" height="400" pivot_x="0.505630" pivot_y="0.381312"/> <file id="1" name="hair_hat/hair_hat-1.png" width="400" height="400" pivot_x="0.557936" pivot_y="0.399752"/> <file id="2" name="hair_hat/hair_hat-2.png" width="400" height="400" pivot_x="0.505630" pivot_y="0.381312"/> <file id="3" name="hair_hat/hair_hat-3.png" width="400" height="400" pivot_x="0.505630" pivot_y="0.381312"/> </folder> <folder id="11" name="headbase_hat"> <file id="0" name="headbase_hat/headbase_hat-0.png" width="300" height="300" pivot_x="0.520832" pivot_y="0.186585"/> <file id="1" 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name="tail_5_71"> <key id="0" spin="0"> <object folder="14" file="0" x="-332.3115" y="43.199" angle="34.2525" scale_x="1.02776" scale_y="1.01232"/> </key> </timeline> <timeline id="72" name="tail_0_72"> <key id="0" spin="0"> <object folder="14" file="5" x="89.590404" y="98.218697" angle="251.749" scale_x="-0.990905" scale_y="0.990905"/> </key> </timeline> <timeline id="73" name="tail_1_73"> <key id="0" spin="0"> <object folder="14" file="4" x="100.170202" y="114.838394" angle="236.266" scale_x="-0.991937" scale_y="0.991937"/> </key> </timeline> <timeline id="74" name="tail_2_74"> <key id="0" spin="0"> <object folder="14" file="3" x="125.615464" y="113.832505" angle="181.139" scale_x="-0.993452" scale_y="0.993452"/> </key> </timeline> <timeline id="75" name="tail_3_75"> <key id="0" spin="0"> <object folder="14" file="2" x="116.72027" y="54.319827" angle="80.3522" scale_x="-0.994055" scale_y="0.994055"/> </key> </timeline> <timeline id="76" name="tail_4_76"> <key id="0" spin="0"> <object folder="14" file="1" x="57.75" y="10.799" angle="34.0005" scale_x="-0.995997" scale_y="0.995997"/> </key> </timeline> <timeline id="77" name="tail_5_77"> <key id="0" spin="0"> <object folder="14" file="0" x="1.85" y="44.699" angle="327.331" scale_x="-1.02759" scale_y="1.01"/> </key> </timeline> <timeline id="78" name="tail_0_78"> <key id="0" spin="0"> <object folder="14" file="5" x="254.730798" y="101.249" angle="108.251" scale_x="0.990905" scale_y="0.990905"/> </key> </timeline> <timeline id="79" name="tail_1_79"> <key id="0" spin="0"> <object folder="14" file="4" x="245.161101" y="116.858596" angle="123.734" scale_x="0.991937" scale_y="0.991937"/> </key> </timeline> <timeline id="80" name="tail_2_80"> <key id="0" spin="0"> <object folder="14" file="3" x="218.231928" y="114.863433" angle="178.861" scale_x="0.993452" scale_y="0.993452"/> </key> </timeline> <timeline id="81" name="tail_3_81"> <key id="0" spin="0"> <object folder="14" file="2" x="226.075367" y="54.814464" angle="279.648" scale_x="0.994055" scale_y="0.994055"/> </key> </timeline> <timeline id="82" name="tail_4_82"> <key id="0" spin="0"> <object folder="14" file="1" x="284.551" y="10.799" angle="326" scale_x="0.995997" scale_y="0.995997"/> </key> </timeline> <timeline id="83" name="tail_5_83"> <key id="0" spin="0"> <object folder="14" file="0" x="340.451" y="44.699" angle="32.6692" scale_x="1.02759" scale_y="1.01"/> </key> </timeline> </animation> </entity></spriter_data>Which resulted in this: As you can see, changing the X and Y positions of the build has also fixed it in-game. My problem is though, is that this process is terribly slow and time consuming. I was wondering if theres a much faster way to doing this other than changing the X and Y pivots? Link to comment https://forums.kleientertainment.com/forums/topic/54224-slow-down-animation/#findComment-639748 Share on other sites More sharing options...
rons0n Posted May 22, 2015 Author Share Posted May 22, 2015 (edited) @Corrosive, I can't seem to edit my last post but I just noticed there's things slightly off the legs and feet, odd. Anyway this is why your suggestion can't work as this not following the template at all, lots of the size canvases have been changed and the art do not follow the template to the tee. We went for a completely different route. Edited May 22, 2015 by rons0n Link to comment https://forums.kleientertainment.com/forums/topic/54224-slow-down-animation/#findComment-639750 Share on other sites More sharing options...
Corrosive Posted May 22, 2015 Share Posted May 22, 2015 (edited) @rons0n, By "X and Y positions", I meant the sprite's "X" and "Y" attributes, not it's "pivot_X" and "pivot_Y" attributes. My point was that the pivots are the only thing that the game takes into account when positioning your replacement symbols. ex. Edited May 22, 2015 by Corrosive Link to comment https://forums.kleientertainment.com/forums/topic/54224-slow-down-animation/#findComment-639771 Share on other sites More sharing options...
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