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I'm currently using the custom character template to build my own character but the sprite setup is very precise on where segments go. Right now I've run into two issues with my model, due to the head being higher up than the template dictates.

The first is the cheeks.
cheekissue.png

They need to be higher up and covering the mouth. Opening the scml file shows them hidden away so I'm not sure how to rearrange their position.
Second issue is the hat placement as the base covers his eyes. I'm also unaware on how to move that up.

Any help would be appreciated.

Edited by Eranthis

The core problem is not spriter but the animation files used for don't starve requires custom characters to follow a fixed template. If you want to fix your character so that it is compatible with don't starve animations like wearing vanilla hats. You'll have to lower the head and face sprites to be more inline with vanilla characters again not in spriter but in the .png files which have generous amounts of space to work with.

Changing anything but the pivot point in the template spriter file will not do anything as the animation is just a dummy that is never used in game. The pivot points affect where they attach in a build but I again don't recommend messing with this, as its really easy to make things go wrong.

As an aside it is possible to inject and delete symbols in the spriter file, but they are only visible if the animation uses these symbols.

This is from my experience with the template, which could use an update with the wrist, swap_body, swap_body_tall symbols. The swap bodies would probaby make it easier for people to have long hair and I know its used in certain vanilla skins like wes's shadow skin.

A lot of modding for vanilla compatibility requires a lot of trial and error to make things look right.

Edited by IronHunter
Cheers, Iron_Hunter
1 hour ago, IronHunter said:

The core problem is not spriter but the animation files used for don't starve requires custom characters to follow a fixed template. If you want to fix your character so that it is compatible with don't starve animations like wearing vanilla hats. You'll have to lower the head and face sprites to be more inline with vanilla characters again not in spriter but in the .png files which have generous amounts of space to work with.

Changing anything but the pivot point in the template spriter file will not do anything as the animation is just a dummy that is never used in game. The pivot points affect where they attach in a build but I again don't recommend messing with this, as its really easy to make things go wrong.

As an aside it is possible to inject and delete symbols in the spriter file, but they are only visible if the animation uses these symbols.

This is from my experience with the template, which could use an update with the wrist, swap_body, swap_body_tall symbols. The swap bodies would probaby make it easier for people to have long hair and I know its used in certain vanilla skins like wes's shadow skin.

A lot of modding for vanilla compatibility requires a lot of trial and error to make things look right.

I'd still like to look into arranging certain assets for the model. Moving the head down any further would cover up too much of the torso. Is there any to import and export animations that the sprite uses and just moving parts around?

So I've managed to move around and edit the face a bit to where things are positioned a bit better. I'll admit the head was a bit too big by default but even after all of these changes, I'm still facing some issues regarding the eating animations.

89gzHgJ.png

Wolfgang was the go-to character I used for reference when I started out and I can't afford to drop the head any lower to get the mouth in sync without completely destroying the design of the face and hiding bits of the torso. So far the only thing I recall with Spriter is having to redo eating animations. I tried moving the cheeks up via the png files but sadly there was no change on the model.

Possibly adjust the pivot point for the cheeks. By editing the spriter file manually in a text editor. I would make backups before doing this as its really easy to mess things up if you are not experienced. I would look for the y-pivot/axis for the cheeks and play with that.

Cheers,

Iron_Hunter

2 hours ago, IronHunter said:

Possibly adjust the pivot point for the cheeks. By editing the spriter file manually in a text editor. I would make backups before doing this as its really easy to mess things up if you are not experienced. I would look for the y-pivot/axis for the cheeks and play with that.

Cheers,

Iron_Hunter

That did the trick!
5DBPlfr.jpg

Opening the SCML in notepad++ and moving the y-axis on the cheek pngs down by 1 moved them to an appropriate level.
Still gonna make some edits so the mouth is covered but overall my issues are fixed, thanks!

Edited by Eranthis

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