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I had been using a modified hound texture for a character, and it had been working pretty well. I wanted to add some additional animations and change some existing ones, so I used ktools to decompile the vanilla hound anims and load them into the Spriter. Well, the Spriter had some animations looking a little broken, with legs swapped in one idle, or the jaw being way out of shape in a bite anim. That was fine, I fixed those. The real problem came when I used the compiler, and loaded the anims into the game. This is what the taunt animation does:

 

Youtube

 

The taunt animation has a second taunt animation happening behind it, in slow motion. This didn't happen when I just used the modified textures, and only appeared when I used the modified animations. It doesn't show up in the Spriter, and I don't know what to do.

 

 

 

Edit: Took a look at this thread but disabling loop on 'taunt' didn't seem to fix it.

Edited by Pear120
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https://forums.kleientertainment.com/forums/topic/58314-ktoolsspriter-issues/
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I ran into this problem when recompiling the animations for the badges, with it displaying differently than Spriter predicted.

You should check if this happens when you just decompile and recompile, without any changes.

A look at the involved code may provide insight.

Wait, you can edit existing animations just by decompiling existing anim folders?! There's an scml file in there!?

Why has no one ever mentioned this!?!

Yes, the amazing simplex has created a decompiler. You can find it here. Be warned though, the developers are using a different toolset, so sometimes there are things the decompiler messes up.

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