Kzisor Posted November 27, 2016 Share Posted November 27, 2016 The Problem: Right now when an animation is built using the AutoCompiler tools it uses the wrong layer name as the symbol name; creating a huge amount of mess in the actual animation file. Each symbol will start with timeline_ suffixed by a number. The Solution: Change the 'layer name' to be the folder name for the symbol. This will make the symbol have the proper name in game and will allow mod authors to add new symbols to animations. Don't Starve Mod Tools/mod_tools/tools/scripts/buildanimation.py:163 layername = element_node.attributes["layername"].value.encode('ascii').split('/')[-1] to layername = element_node.attributes["name"].value.encode('ascii').split('/')[-1] For added value, I've attached the fixed version of the file for people who do not want to edit the file or want to wait for the official version to be fixed. buildanimation.py Link to comment Share on other sites More sharing options...
Kzisor Posted November 27, 2016 Author Share Posted November 27, 2016 @nome, @PeterA @V2C @Ipsquiggle if any dev could look at this it'd be great! Link to comment Share on other sites More sharing options...
Developer PeterA Posted November 28, 2016 Developer Share Posted November 28, 2016 I assume the source of your animation is Spriter? I'll need to look into this a bit more as the layername is what our Flash pipeline is relying on at the moment, so changing that would break the player animations. Link to comment Share on other sites More sharing options...
Kzisor Posted November 28, 2016 Author Share Posted November 28, 2016 @PeterA, yes that is correct. Thank you for taking time to look into this issue. Link to comment Share on other sites More sharing options...
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