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Hello!

I wanted to have a look at the various animations DS uses in order to prepare what I'd need for a custom character that will have to have all custom movment (different character structure than the regular player template)

I used the latest krane version (4.4.4, windows) and exported Wilson's build.bin, adding the anim.bin from various player_*  files in the anim folder. My issue starts here, as it seems that the majority of the animations contain some errors - be it rotational, scaling or position. The movement has a twirling left foot, the death sequence has Wilson's leg blow out of proportion and disjoint...

Exporting it and substituting the original file, it does look wrong/broken, third arm sticking out of him nonwithstanding (probably exported it wrong, but the problem is the animation)

Anyone has any insight? Is it something I'll just have to deal with if I'll ever want to augment the base animations with additional actions, or is there something I missed?

30 minutes ago, Zethariel said:

Hello!

I wanted to have a look at the various animations DS uses in order to prepare what I'd need for a custom character that will have to have all custom movment (different character structure than the regular player template)

I used the latest krane version (4.4.4, windows) and exported Wilson's build.bin, adding the anim.bin from various player_*  files in the anim folder. My issue starts here, as it seems that the majority of the animations contain some errors - be it rotational, scaling or position. The movement has a twirling left foot, the death sequence has Wilson's leg blow out of proportion and disjoint...

Exporting it and substituting the original file, it does look wrong/broken, third arm sticking out of him nonwithstanding (probably exported it wrong, but the problem is the animation)

Anyone has any insight? Is it something I'll just have to deal with if I'll ever want to augment the base animations with additional actions, or is there something I missed?

The third arm is an issue with the compiler, not trully Krane, the thing is that the auto-compiler compiles the layernames as timeline_[number] rather than the layer name, example ARM_carry or ARM_normal, currently the compiler is kind of broken.

Also exporting those animations might also bring issues because the build you exported doesn't have all the proper basic symbols for the animation like swap_object, swap_body, swap_hat etc, without those and such, equipping an item while the custom animation plays won't play out so well, possibly leading to invisible  symbols while the animation plays, so far, not sure when klei will go around in fixing it, however @Kzisor has done some progress on fixing it but you need to be patient.

Ah, thanks.

Still, my main issue was with krane I believe - the animations had clear errors in them, not connected to invisibility. I can see that being a big issue in case I wanted to expand already existing animations, or for example use them as bases for characters that have additional body parts (such as tails, wings etc)

5 minutes ago, Zethariel said:

Ah, thanks.

Still, my main issue was with krane I believe - the animations had clear errors in them, not connected to invisibility. I can see that being a big issue in case I wanted to expand already existing animations, or for example use them as bases for characters that have additional body parts (such as tails, wings etc)

Krane only decompiles images that are in the build you push with the animation. If you want the additional symbols you have to push other builds with the same animations.

14 minutes ago, Zethariel said:

Ah, thanks.

Still, my main issue was with krane I believe - the animations had clear errors in them, not connected to invisibility. I can see that being a big issue in case I wanted to expand already existing animations, or for example use them as bases for characters that have additional body parts (such as tails, wings etc)

the tail would not be an issue, the animations from klei already comes with it, so all you would have to do is to add the sprites, the issue is that, as @Kzisor mentioned, you need to push the other symbols, otherwise, say you make a chopping animation, unless you added the swap_object, the ax will be invisible, unless it has a swap_hat, if you chop while using a hat, it will vanish.

As for the wrong dimentions of sprites, it doesn't entirely matter at most times unless its pivot is either out of place, unless of course you set a build, then it might be an issue.

Thank you for your replies. I am not 100% sure we aren't talking past eachother though.

I understand you need to add symbols for additional items, that makes sense. My issue is that even if I add them and correct the layer problem you guys mentioned, the animation will still be wrecked to the point of not being production worthy.

For the sake of argument, let's assume I'm making a dual wield mod. All I'd have to do, animation wise, is export every animation the player has, mirror the hand and swings. Unless these is a neat way of layering animations over one another, I'd still export animations with errors shown in the attached gifs.

It looked really confusing in the game. So, again, I believe it's the exporter's fault, unless I'm doing something wrong and people have better results with decompiling base Don't Starve animations, in which case I'd appreciate a pointer in the right direction :D

DS_err_1.gif

DS_err_2.gif

 

PS: I slowed it down to 20% in order to clearly show what's wrong, as the conversion to gif is lossy in frames

PS2: I might forego using most of the broken animation for my own, from scratch anyway. What I need to know are the symbols - is there a list somewhere that I can refer, and what body parts do those symbols cover?

Edited by Zethariel
Didn't want to bump this soon after posting, but had an afterthought

those "errors" are not really errors, the animations indeed have those things on them, not all of course but most, the thing is that you are slowing the speed, but at normal speed you can barely see the transistion of sprites and those things you are considering 'errors'.

I have exported and imported animations for grass and wilson's walk cycle. I'm pretty sure I'm not seeing things, and the grass is straight out invisible (no idea what I did wrong there), and Wilson's legs are all over the place and wrong. So, once again, is there an alternative I'm not seeing, or is it simply impossible to edit the base animations and export them without the errors?

 

 

Also, what you said about animations having the glitches in their base form is incorrect. Klei used Flash animation tweening, which doesn't translate well into animation that doesn't support those kinds of transformations. Why is Spriter considered the default tool to edit DS animations in the first place?

@Zethariel, err1 is caused by the auto-compiler bug. The auto-compiler is currently naming symbols timeline_# when it shouldn't be doing that, however, that is the way it was set up.

err2 is caused by the animation bank and/or build name being incorrectly set as to what the code in the game file is looking for, that is the only cause for items not showing up in the world.

11 minutes ago, Kzisor said:

@Zethariel, err1 is caused by the auto-compiler bug. The auto-compiler is currently naming symbols timeline_# when it shouldn't be doing that, however, that is the way it was set up.

err2 is caused by the animation bank and/or build name being incorrectly set as to what the code in the game file is looking for, that is the only cause for items not showing up in the world.

So the leg spinning in the downward movement and being disjointed while moving side to side is caused by incorrect naming?...

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