MF99K Posted August 1, 2017 Share Posted August 1, 2017 (edited) *inhales* OOOkayy so asides from custom sound, getting animations to look right for mods seems to be a bit of a challenge for me. Reskinning things that only need a slight visual change are easy enough, but actually modifying the animations slightly is a bit of a challenge. I was trying to create a character mod for a cyclops. The images for his face needed different dimensions, and tweaking all the character animations or doing them all from scratch don't seem to be practical or viable options custom items appear on the ground, but are invisible when equipped I edited bird animations to give one of my custom birds a longer tail, but it still uses the base bird anim files and the tail resets to normal another character mod I'm working on requires the arm_lower to be above the arm_upper for aesthetic reasons. does anyone know a way I can fix any of these? lunasmart.zip Edited August 4, 2017 by mf99k Link to comment Share on other sites More sharing options...
ZupaleX Posted August 1, 2017 Share Posted August 1, 2017 1) if you need different dimensions for a specific part and the rest untouched, no way around that. 2) sounds like a common mistake, the forum is full of this kind of post. My best guess is that you messed up the folder and subfolder structure in your exported folder. 3) Sounds like you have an issue with the build. When you said that the tail resets to normal, do you mean that you see the longer tail at some point but then during the animation it switch back to normal tail? 4) There is a function member of AnimState which allow for symbol swapping. I do not remember the exact name but it is easy to find out, just print the __index field from the AnimState of any entity in game (put your cursor on any entity, open the console and type "for k, v in pairs(getmetatable(c_select().AnimState).__index) do print(k) end") Link to comment Share on other sites More sharing options...
Lumina Posted August 1, 2017 Share Posted August 1, 2017 43 minutes ago, mf99k said: custom items appear on the ground, but are invisible when equipped Either you didn't give the right name in the swap structure, you forgot to add the swap build to the asset anim list, or your spriter project is wrong. You need local assets = { Asset("ANIM", "anim/myprefab.zip"), Asset("ANIM", "anim/swap_myprefab.zip"), } local function onequip(inst, owner) owner.AnimState:OverrideSymbol("swap_object", "swap_myprefab", "swap_mybank") owner.AnimState:Show("ARM_carry") owner.AnimState:Hide("ARM_normal") end ("mybank" is usually "myprefab", but could be different if, for example, you use a base game anim) inst.AnimState:SetBank("mybank") inst.AnimState:SetBuild("myprefab") inst.AnimState:PlayAnimation("idle") (same here for "mybank") If all here is ok, then the problem is probably with your spriter project. Link to comment Share on other sites More sharing options...
MF99K Posted August 2, 2017 Author Share Posted August 2, 2017 15 hours ago, ZupaleX said: 2) sounds like a common mistake, the forum is full of this kind of post. My best guess is that you messed up the folder and subfolder structure in your exported folder. 3) Sounds like you have an issue with the build. When you said that the tail resets to normal, do you mean that you see the longer tail at some point but then during the animation it switch back to normal tail? 4) There is a function member of AnimState which allow for symbol swapping. I do not remember the exact name but it is easy to find out, just print the __index field from the AnimState of any entity in game (put your cursor on any entity, open the console and type "for k, v in pairs(getmetatable(c_select().AnimState).__index) do print(k) end") multiversesword.zip This is the unexported spriter stuff , and these swap_multiversesword.zip multiversesword.zip are the anim files I'm currently using phoenix.zip this is the bird spriter stuff. The tail doesn't reset, it just stays the regular size. I want to replace the crow anim stuff with the phoenix's custom anim how would I use that coding for animstate to switch the layer order? Link to comment Share on other sites More sharing options...
ZupaleX Posted August 2, 2017 Share Posted August 2, 2017 Could you send the .zip files generated inside the exported folder? These are useful, unlike the .bin. And also the lua scripts calling them? Link to comment Share on other sites More sharing options...
Lumina Posted August 2, 2017 Share Posted August 2, 2017 I think its the first .zip, the one with the spriter project. But yes, please also link the related code. Link to comment Share on other sites More sharing options...
ZupaleX Posted August 2, 2017 Share Posted August 2, 2017 I would rather take a look at the xml directly, it's easier to see if something is messed up than the spriter project. Link to comment Share on other sites More sharing options...
Neu7ral Posted August 4, 2017 Share Posted August 4, 2017 Rainbowchesteryaaaaay.rar Link to comment Share on other sites More sharing options...
ZupaleX Posted August 5, 2017 Share Posted August 5, 2017 And what is that? Link to comment Share on other sites More sharing options...
MF99K Posted August 5, 2017 Author Share Posted August 5, 2017 3 minutes ago, ZupaleX said: And what is that? Ignore that it's something else me and Neutral were discussing. gimme a sec and I'll get the files together Link to comment Share on other sites More sharing options...
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