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Found 30 results

  1. This one just seems reasonable Some art of my two favorite dupes for some reason~ expect to see them alot Wholesome dupes~ Hide yo laziness
  2. Add( resource )I'm new to the modding scene here, and I have so many questions. One of my most burning questions right now is weather or not I can use the animations on one item for another item? For example, we have an item called hatbrella that has animations done already, and we have another item called hatbrella2 that doesn't have animations specifically for it, could I use the animations from hatbrella on hatbrella2 if hatbrella2 is just a recolor of hatbrella?
  3. Really,after watching Walter Animated Short my heart,mind shouting to me for an animated series . This guy actually wrote what i was thinking and i am really shocked that klei actually replied, We need to make this happen, please
  4. Hey Klei Devs! So I'm really interested in how exactly the character animations work for Griftlands, would any of you guys be down to answer a few questions about it? (I realize getting really technical questions probably isn't the norm - but I'm a game design student and ever since I picked up Griftlands last year, I've been fascinated because the animations are so smooth and well done?? And having done a tiny bit of 2D puppet animation before, seeing how well the animation states transition together and how clean the pieces look rigged together is just...obscene...god they look so good wtf). I fully understand some stuff is top secretâ„¢ or just very specific/proprietary within the studio - but if you have time to indulge a wee baby game dev I would just love to understand more about how you guys approach character rigs/animations! I'm trying to learn more because I haven't really touched the more technical side of that yet...also I may or may not be trying to practice ahead of time to mod the sh** out of the game lmao. Do you guys use a specific game engine for Griftlands or is this like all proprietary lol? Do you guys use any particular software for the animation/rigging? Or is it all done in-engine with like plug-ins or something? If the answers to the above were "haha it's proprietary and held together by duct tape don't look too close," then do you have any recommendations for what a baby dev should learn/practice on instead? (I know about After Effects, Spine, and that there's Unity/Unreal plug-ins for 2D rig stuff, but idk if there's some industry standard for this lmao) Transitions look like spooky magic is that like a state machine thing or what How?? Does everything hook together so cleanly?? Oof okay that's a lot of questions sorry - if you guys do miraculously get the time to read this let alone answer any of it I will be forever grateful lmao and it is completely okay if you can't! You guys are doing such incredible work and it really is inspiring, you're pushing me to broaden my skills and explore stuff I haven't dived into before! <3 Thanks so much!
  5. I have few problems with animations: 1. How can i fix Willow's torso? It is bigger about 30% on every frame 2. Pigman swap his arms In "atk_down" animation 3. Where is Wigfrid's atlas and build ?? There is nothing in whole game folder !
  6. The old thread was archived so I'm making a new one Note: If you don't like starving, anime related stuff, MMD, animation, music, dancing, inaccurate modelling, blonde hair, souless eyes, lack of muscle, ghost girls that are still alive, having an open mind for the future and everything else, this thread isn't for you. So if you remember my old thread, you'll know I posted a couple of pictures of DS characters as MMD models. I recently looked them up again and I found more results (These two are old) (This one's an improvement but apparently has been deleted from DA -_- ) And here are some videos (the person uses a different Willow model. Which one do you think is better?) : (O wish I new where to find the Abigail and Wolfgang models) (There's one more video but it's been blocked for me -_- ) Opinions? (If you made it this far)
  7. Anyone know how to push "cold shaking" animation on item mod? https://gyazo.com/afbf5f9e4a3a597fe6925913ef8aa80a
  8. EDIT: nevermind! I figured out what was wrong! A) The reason the krane output was bugged is because some of the textures were used for more than one frame and it didn't realize this so it exported them with weird names and the build didn't reuse anything. I was able to fix this by duplicating some frames in the scml in notepad++. (I ended up duplicating the textures instead later, just for future uses) B) The BUILD animation in the scml has to have only a single frame in order for the anim to not override the normal ingame anim. Once I fixed that it started using the frames properly. (it was also possible to just delete anim.bin from the zip file that was output but having to do that every time I recompiled would be tedious.) Since it doesn't seem like there's any other resources for this problem, I'll be posting a template axe for future modders who have trouble with this once I'm done working on it. ORIGINAL POST: I'm trying to make a custom axe. I followed the "handslot item from scratch" tutorial and it worked pretty well for my spear, but it doesn't explain how to do anything that has more than one frame in its movements. I tried decompiling the axe build into an scml project with krane to look at it, and while it did get the symbols out, the output seemed to be pretty buggy in terms of build data. When I tried copying the data from that (pivot points etc) from that into the custom build to see if it worked, it did animate but they were in the wrong order and not all the frames were showing properly. I haven't been able to find any templates for axes, I'm not personally aware of any mods that add axes with custom graphics, and I've only see one other question about this problem which went unanswered. So basically I'm wondering whether anyone could tell me how to get a custom axe that actually looks right. (I've attached the swap anim so people can look at it. It's using the normal axe frames right now, I wanna get the anim to work before I start making the textures)
  9. I'm making an animation for my sword but in game it's so fastly happening and ends. How can i make it slowly and do not end. Thanks for helping i can't put videos or screenshouts because i don't know how to take a video. So if you want i can upload my character mod
  10. Hello everyone! Aileen Rose is the name and art and animation are my game. I'm new to the forum and well, happy to be here to meet other fellow Don't Starve fans and well, share my work. You've probably heard of Survive the Shadows from two videos that were put up on You Tube not too long ago. Mainly a rough animation and animatic to be more specific. Well, I'm the person who did the artwork and animation for those suckers. And I don't plan to stop at those two videos. I've got too many idea to just leave it at that. Anyhow, I wanted to share more things concerning Survive the Shadows besides videos and well, my co-writer talked me into coming here so here we are. I'll mainly be sharing artwork for the story and sneak peaks for projects as well as process work and heck, maybe post the chapters here along with their covers. Though I would like to hear from you guys personally of what you would like to see from me since I have a lot of work that has already been posted to other sites so, please, let me hear your voices. Like would you like to see some of the step by steps I did for the animations? Or how I draw certain things? Let me know! I'd be more than happy to share. Also, I'm open to questions about pretty much anything concerning Survive the Shadows. Don't be shy. You can ask me anything in regards to animation, story questions, etc. I'm game for all. Well as long as you don't ask for spoilers. Mehehe, can't tell you everything. In the words of my co-writer Storm. NO SPOILERS! Anyways, looking forward to getting to know all you people! And I hope I can some what entertain you! - Aileen Rose
  11. *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
  12. Hello and thank you so much for taking the time to read this. i let this picture do the talking. basically what im trying to do is change the hand animation to another one when holding a specific custom item. so when any character holds this particular item it changes from the default fist to the open hand image. any idea how to thiis? will i have to enter a particular code into my item's lua file?
  13. I believe I asked this before once when creating an animation, although I've forgotten stuff about this now. Say I wanted to extract player_idles animations so that I could open up certain player character animations in Spriter. The file contains only an anim file. Where exactly would I find the build and atlas-0 for this file? I've tried to take two other build and atlas-0 files from player_actions and player_hit_darkness, but I didn't get the necessary textures for the specific animation.
  14. Hello everyone, Here's the general run down I need some bright minds to help me out, I've run out of ideas. I have a custom animation and build that is constantly checking and being applied due to position via the locomotor; the problem with this is the game is constantly changing the build and animation bank so when the character dies you cannot access the ghost without everything going wonky. I want to know if I can prevent the locomotor or the set local function to stop activating and from checking said position while I'm a ghost thus allowing the build to set. alternatively, if its possible, is there a way to extend atlas's so I could just add the running build to the already created atlas and rid of the build change? the whole idea was to have a *single* run animation be applied while having the game switch back to wilson's animation bank after the run animation was done. That part works to an extent but is providing me with a large amount of issues (mostly with the ghost being unable to appear as a ghost rather then a stationary character). does anyone know of a way to have the game check your state (ie just side running) without conflicting with the ghost build? i'm going to attach my prefab.lua the function i'm having issues with is can anyone help me optimize this? Thank you so very much for your time in advance, its been a few weeks. rena.lua
  15. I recently got into doing animations for emotes and idles, but there is a thing I don't know how to fix; What happens is that, for example, if the emote is played, whatever item the player uses disappears and I've looked around but couldn't find a way around it, if anyone has any idea how to help I would appreciate!
  16. I'm still porting character in DST, and it's almost complete.Still, i have troubles with animations of custom items.Recently, they just didn't have their custom animations, but now arm and weapon dissapears on attack and appears again, when attack is finished. just like here, but that method didn't help me at all.. So, i'll be very glad to read your suggestions.I could send you zip with character, if you were interested a bit.
  17. Greetings, I have a set of tools for custom character in DS:RoG, but after transition in DS:Together they just stopped working at all, and character chops/mines with default animation(and if i had picked any tool before mine, like torch, etc. image remains in my hand).But it looks like i didn't miss something.Maybe i shoud add some extra lines in prefab or smthg?Or i'll just attach mod here to check what i did wrong. Also i have some problems with recipes, they work a bit incorrect.I've read about adding recipes alredy, but still no luck. Thanks Char.zip
  18. Heyo, I am having trouble with structure animations. these are my 4 animations for the chest atm The idle animation is working fine, however I am experiencing problems with the other three. -place doesn't happen at all ingame when I build the chest -hit kinda works when i hit it with a hammer, but after the hit animation has played the chest turns invisible -And open is fine but I'd like to know how to add an opening animation, not just a state for when the chest's open. Thanks for reading, and helping if you can.
  19. I wasn't sure where to put this thread so I just put it here. If you're not familiar with MMD, basicly it's a free animation program that allows you to create and animate whoever and whatever you like (almost). When I started getting into DS, I was wondering is there was MMD models of the character but could on find two (one with an actual DL). Here's some images I found on Google: And a YouTube dance video I found (there's actually two but I liked this one more) : I didn't create any of these nor do I have the skill to but I would love to get all the other models, other than just Wilson.
  20. Solved! Edit1: Yeah so after someone sent me this: http://forums.kleientertainment.com/files/file/583-ktools-cross-platform-modding-tools-for-dont-starve/ And thus this post isnt needed any more. Thanks and sorry for this long winded post. Edit2: After further inspection it looks like this tool will not work un less you have both the anim.bin AND the biuld.bin This is a problem, since the files animation files do not come with a biuld. Edit3 So... using the Animation Commandline Tool to root around through the animation file for hints. I came to the conlustion that the character that was used in the creation of the animation is listed. Wilson appears to be the one used in most if not all animation. By placing his biuld.bin and tex file in the folder solves the problem. Edit4 after extesive testing of the exported rexported animation compared to the original animtion They dont match. values are a bit off all over. The problem seems to be is that we dont have a character biuld.bin and tex file that has all of the same layers. Original post: I'm going to be honest. I am way out of my league. 1 year of C++ and C# are not going to get me any where fast with out help. So im asking... begging for help with this task. The task at hand it to build a beter way to rearrage the z-order of elements in any animation. And the news is good. The heaviest lifting is already done. http://forums.kleientertainment.com/files/file/226-animation-commandline-tool/ In 2013 someone started on this path. The Animation Commandline Tool, decompiles the anim.bin files in to text files. Now if i wanted to change the order of characters hair, I could. BUT, doing so would be a task that would take you weeks by hand. You would have to change the order of the hair for each frame in each animation. Its messing and you would be left with z values in between what they should be. What I am setting out to do: Biuld a tool that shows the order each animation in a file and list the parts and lets you re-order them. Then spit it back out. So in turn chacaters can have the vanilla Animations with custom layer orders. Want hair above the face and the head in the z order? Now you would be able to have hair that hung down in front of the face. Or Want a girl with long hair? But need the hair behind the body when faceing forward? You could do that too. Now the files look a bit like this. ANIM4anim{ name idle face_right 0 face_up 0 face_left 0 face_down 1 root wilson framerate 30.000000 frame{ x 10.700500 y -179.524506 w 414.398987 h 377.148987 simple_element{ name LANTERN_OVERLAY frame 1 layer_name LANTERN_OVERLAY scale_x 0.948755 scale_y 0.948755 rot 353.623993 tx 105.449997 ty -107.448997 tz -5.000000 }one file can have several animations luckly I it doesn't look like the z-orders ever change over the frames for an animation. but can in diffrent in other animations witch can also be in the same file. so a blanket aproch to this will not work and the user needs to know wether they are changing animations for Forward, Left and Right, or Backward so they can order accordingly. The programing help I need is for turning all of that infromation in to data and variables that can be more easly worked with. That means writing a recursive parsing program then taking in that so it can be worked with in programing. After thats done, the next step is to give the user feed back on what they are looking at. As well as buttion to move selected item up or down. I'm currently working on this my self in c# with visual studio 2013 My aproch is to make a recursive parser that place all the data in lists or arrays. Once that way displace in a treeview. Then the user could see the Animations in the txt file as well as show the order of elements below them. Then some simple "move up" and "mover down" buttons Once orderd then re biuld the text file. I'm not sure i can do this on my own. I never was great at programing in class. And I'm dyslexic, and spell check is not your friend when coding. But this is the only way i think this problem can be solved, that is unless... Klei wants to throw us a bone and give us the .Scml spriter files for the animations to work with? Hint hint wink wink. Please, that would save me a load of time and stress. Did i mention I was my birthday this past week? I'm not below begging. Help me, help characters with long hair. [by the way that hair below her neck.... those arent boobs.] or characters that want hair that hangs in front of the eyes. Alot more thing are posible with re ordering.
  21. everything is okay except for the hair i edit the .tex of anim and exported folders, can someone can help please? an is theres a topic that can help can you put a link?
  22. Hello everyone! My name is Loop and I'm working on Don't Starve animation because I just love Don't Starve too much <3 To start it off, I'm a beginner/noob at animation because seriously I just started to self study like three days ago. Making Don't Starve an animation would be one of my goals in achieving my dream as an animator. I use Blender in the moment because just so you know it is free in steam and a friend of mine suggested it to me as a practice tool on 3D modeling and animation. I just made this thread to post the progress on the project because my other thread is just for my comic and random drawings. I work on this project alone so it might take me a lot of time to be finished. If you guys have any ideas, comment here and I'll see what I can do to put it on the animation
  23. So, after 40+ hours working on 3 characters i have run in to a problem. I have 2 characters that need hair on a much lower layer. I thought I coud do that in spriter. It didnt take. Is there a way to fix this? Or a way to edit or create new new animations. If not Im not afraid to re-animate all the actions. I'm a collage grad with a Bachelors of Fine Art in 3D animation. And a minor in Computer Infromation Systems (Comuter science). And jobless. I have the time. Just point me in the right direction.