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We have an idle animation for a bearded Wilson now. But I think the main character can have two animations (Like Maxwell) And we have a ready version! From Don't Starve New Home! An idle animation of Wilson without his beard: video.mp4 This simple but stylish detail will give the character more charisma. Who if not Wilson?
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I. Introduction As we all know, Don't Starve(DS) and Don't Starve Together(DST) animations are composed of 3 parts, each being separated: anim.bin, build.bin and atlas-0.tex. But it is very usual than the layers in anim.bin does not match those in build.bin and atlas-0.tex. While there is no immediate tool to solve this problem, there are two indirect methods. II. Tools 1.autocompiler.exe It can be found in Don't Starve Mod Tools. You can find it in Steam's library or Github (maybe not up to date) or this forums. All other tools can be found here (my platform is Windows 10 x64, I have only tested them myself): https://forums.kleientertainment.com/forums/topic/142963-tool-some-animation-tools 2.Klei Anim You need animc.exe and animd.exe. There is an alternative in case you can't run the two applications. For decompiling, use python2 script deanim.py and debuild.py. For compiling, use enanim.py. However, the author of these scripts did not write a compiler for build.xml, the work is then done by buildanimation.py at C:\Steam\steamapps\common\Don't Starve Mod Tools\mod_tools\tools\scripts\. Python2 is already included in Don't Starve Mod Tools. 3.Notepad A text editor of any kind, like Notepad++, Notepad3, VS Code. 4.Ktools You need krane.exe to extract animation. 5.TEX tool or something that can view atlas-0.tex, not necessary. 6.Spriter III. Find Files In DST, most animation files are in C:\Steam\steamapps\common\Don't Starve Together\data\anim\, the same with DS. There are two exceptions with DST, DLC contents go to \anim\dynamic\ and \databundles\anim_dynamic.zip\anim\dynamic\. Most DLC contents are encrypted into an unextractable file *.dyn, but non-DLC contents are just an archive renamed to *.dyn. Therefore, wilson.dyn(aka. wilson.zip) can be extracted into some atlas-0.tex while wanda.dyn can't. There are some simple rules to name a file. The most obvious way to name a file is to name it the same as its prefab, like spider.zip. Next there can be some suffix like spider_basic.zip, spider_build.zip, spider_wolf_build.zip. Otherwise you can just open scripts\prefabs\*.lua to see how many animation files are registered, and the same with every other related prefabs. This may not be enough sometimes. IV. Decompile build.bin Extract each of *.zip to a folder, for each build.bin, decompile it into build.xml. Open build.xml and you see a lot of <Symbol> like Your task is to collect these <Symbol> from all the build.xml. If <Symbol> name collides, you can decide on your own which image you want to see according to those atlas-0.tex. Say you get a new build.xml loaded with all <Symbol>, and a <Atlas name="atlas-0.tex" />(This is required for krane.exe to proceed without error). Compile this xml into bin file. Now you get a new build.bin. If you use animc.exe just compile it together with any anim.xml. If you use buildanimation.py, make sure you do it correctly because I didn't try that way. V. Extract Images krane.exe demands anim.bin, build.bin and atlas-0.tex, so you need to fulfill it in order to get all images. The only thing you need to ensure is that anim.bin covers all layers in build.bin. Any of such anim.bin is capable. Or you can easily decompile and edit anim.xml and compile to create one. Say you have every atlas extracted. Now gather all image folders. VI. Extract Animation krane.exe demands anim.bin, build.bin and atlas-0.tex, so you need to fulfill it in order to get all animations. Use new build.bin that contains all layers. Use any atlas-0.tex. Say you get many *.scml, gather them (and rename them). VII. Clean Workspace In the above two steps krane.exe has generated many unwanted files. Just delete them. VIII. View them in Spriter Open *.scml in Spriter. Method2: IV. Extract Image krane.exe demands anim.bin, build.bin and atlas-0.tex, so you need to fulfill it in order to get all animations. The only thing you need to ensure is that anim.bin covers all layers in build.bin. Any of such anim.bin is capable. Or you can easily decompile and edit anim.xml and compile to create one. V. Gather Images Say you have many Spriter projects, open *.scml and gather <folder>. If folder name collides, you can decide on your own which image you want to see according to those images. Make sure <folder>'s id is unique. Meanwhile, gather images according to folder name. VI. Compile to build.bin Say you have a scml file with all folders included. Use autocompiler.exe to compile the Spriter project into a zip with anim.bin, build.bin and atlas-0.tex. VII. Extract Animation The new build.bin and atlas-0.tex contains all layers. Use them to extract anim.bin via krane.exe. VIII. View them in Spriter Open *.scml in Spriter.
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Hey all! I'm looking for someone who'd like to join my project of creating a DST Space Mod on which I've been working on for the past 1.5 to 2 years. It's pretty much the size of a DLC and will grow even more. I'm looking for someone who would help animate my Astronauts and Deep Space Aliens and Creatures. I chose a bit more of a rough art style because the mod is quite some machine based and even has simulated electricity and reactors etc.. You can contact me on the mod's Discord server if you're interested in collaborating in animations and even art if you want =] Discord Server of Mod Or directly HolidayExplanation#0014 Here is some example art
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I've had my fair share of fights with spriter, compiler and everything involving mod tools, perhaps I'm just making excuses to fight them but this time I have been running into an issue which might be oversight, or might be something else. I know some animation in spriter, i've done so to make custom idles etc. I noticed the axe has an animation when you swing it on trees, checked its stategraph and i don't see anything where it tells it to swap the sprite, I have made my own animation for custom weapons [a gun], problem is; swap_object doesn't change to the next in the animation as intended, stead of going from swap_object-0 to swap_object-1, it remains at swap_object-0. I realized that when i decompile an ax, and mod it back, it also loses its animation frames. Is there something I'm missing here? should i be adding the animation within the object swap build? or is just the compiler that hates animations? thank you for reading by the way. I'm just, very confused. If there is no way around it, i'll have to improvise
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After a long hiatus of 2 years, I started working on my custom-animated character again, and I'm using the example template character from 2 years ago (2019). I don't know if there's a newer one I should be using or not. I know I'm stupid for doing this anyway. But the character is an 8-legged spider, I have to. I was wondering how to implement the character animations I made from Spriter, the one that came with DST's mod tools on steam(or is there a different animation program I should be using?) into the game. How do I get the game to read and play animations when it should? Also, is there a master list of animations I need to re-create(and can I implement custom emotes so my character can preform them with the / command)? I can tell some animations are actually 2 separate animations that play one after the other, and it gets confusing. There's also in game objects characters hold(Like a pickaxe). Does the game place those, or is that another animation? This is Dot, say hi! BTW, I don't know how to code with .lua in any way. help.
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I want to use the assets of the shark to add and modify animations. So I extracted them with the tool "krane.exe", here are the files : shark_build.zipshark_basic.zip But when I recompile the scml project with the autocompiler or "scml.exe", some animations break. Before compilation: Attack Frame 3 & 11: After compilation(IN GAME AND DECOMPILED): Attack Frame 3 & 11: I've been trying to repair the animations by hand but it's even more broken when I do this. Is additional processing required?
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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?
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I have some custom prefabs with their own animation file (the .scml file). Everything works OK, except when I try to freeze them. There is no "frozen ice" effect, only their colors are modified to light blue. I dig deeper into the code, and see this in stategraph: local function onenterthawpre(inst) if inst.components.locomotor ~= nil then inst.components.locomotor:StopMoving() end inst.AnimState:PlayAnimation("frozen_loop_pst", true) inst.SoundEmitter:PlaySound("dontstarve/common/freezethaw", "thawing") inst.AnimState:OverrideSymbol("swap_frozen", "frozen", "frozen") end However, I checked some ingame animation, there is no symbol swap_frozen. This is so magic... How can I get my custom prefab to have this frozen animation? Please help.
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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)
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Anyone know how to push "cold shaking" animation on item mod? https://gyazo.com/afbf5f9e4a3a597fe6925913ef8aa80a
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Hi, I am working on my first modded character with some special abilities and am not very familiar with LUA. I am trying to figure out how to change a character's animation based on a hotkey. For example, if I had a normal "human" character, but I wanted to have it so when you press "Z" they transform into a rabbit and adopt the animations and everything of the base game's rabbit mob. Then by pressing "Z" again, you would change back into the normal "human" version. Any information is much appreciated! I am really just trying to find a good starting point! By using some code from existing mods, I have been able to make it so he can change into another humanoid animation by pressing "Z", but if I try to use the rabbit zip file he just turns invisible... I'm not sure what I am missing here? I guess the way the animations are set up for modded characters vs animals in game? If anyone is willing to help me with the more technical parts, coding and whatnot, of this mod I would really appreciate it!
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Hello, I've been trying to create a custom item for my character, and all the animations (ground, inventory) seem to be working except my swap_[item] one. The character just stands there empty-handed. I've been following this tutorial: Here's my maxglove.lua local assets={ Asset("ANIM", "anim/maxglove.zip"), Asset("ANIM", "anim/swap_maxglove.zip"), Asset("ATLAS", "images/inventoryimages/maxglove.xml"), Asset("IMAGE", "images/inventoryimages/maxglove.tex"),} prefabs = { } local function fn() local function OnEquip(inst, owner) owner.AnimState:OverrideSymbol("swap_object", "swap_maxglove", "swap_maxglove") owner.AnimState:Show("ARM_carry") owner.AnimState:Hide("ARM_normal") end local function OnUnequip(inst, owner) owner.AnimState:Hide("ARM_carry") owner.AnimState:Show("ARM_normal") end local inst = CreateEntity() local trans = inst.entity:AddTransform() local anim = inst.entity:AddAnimState() local sound = inst.entity:AddSoundEmitter() MakeInventoryPhysics(inst) anim:SetBank("maxglove") anim:SetBuild("maxglove") anim:PlayAnimation("idle") inst:AddComponent("inspectable") inst:AddComponent("inventoryitem") inst.components.inventoryitem.imagename = "maxglove" inst.components.inventoryitem.atlasname = "images/inventoryimages/maxglove.xml" inst:AddComponent("equippable") inst.components.equippable:SetOnEquip( OnEquip ) inst.components.equippable:SetOnUnequip( OnUnequip ) return inst end return Prefab("common/inventory/maxglove", fn, assets, prefabs) swap_maxglove.scml swap_maxglove.zip
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I created an action that works by pressing a key. But As you see in the GIF, character teleports back to a point where it actually is in the server, which should have been synchronized. Also, this is a prototype and It'll become a 'skill' that charge to the enemy. So before that, this issue must be solved. Github Page First, Add KeydownHandler to make it KeyPress and send RPC to the server. TheInput:AddKeyDownHandler(_G["KEY_R"], function() if inst == ThePlayer and not inst:HasTag("inskill") and not inst.HUD:IsConsoleScreenOpen() then SendModRPCToServer(MOD_RPC["sendi"]["rapier"]) end end) And the server sets net_var in classified where is attached to the character function rapier(inst) inst.sendi_classified.rapier:set(true) end AddModRPCHandler("sendi", "rapier", rapier) In sendi_classified.lua, netvar definition and Regeistering NetListeners. inst.rapier = net_bool(inst.GUID, "onrapier", "onrapierdirty") inst.rapier:set(false) local function RegisterNetListeners(inst) if TheWorld.ismastersim then inst._parent = inst.entity:GetParent() else end inst:ListenForEvent("onrapierdirty", Rapier) end When net_var changes, this event will be called. local function Rapier(inst) local shouldtrigger = inst.rapier:value() if shouldtrigger then if TheWorld ~= nil and TheWorld.ismastersim then inst._parent.components.playercontroller:DoAction(BufferedAction(inst, nil, ACTIONS.RAPIER)) end elseif inst._parent.components.playercontroller ~= nil then inst._parent.components.playercontroller:Enable(true) end end I pushed BufferedAction via DoAction which will push action in both the client and the server. (Maybe function this could cause the issue) Here's the Action StateGraph to be performed in the server. local rapier_server = State { name = "rapier", tags = { "busy", "doing", "attack", "skill", "pausepredict"}, onenter = function(inst) inst:AddTag("inskill") inst.components.locomotor:Stop() inst.components.locomotor:Clear() inst:ClearBufferedAction() ForceStopHeavyLifting(inst) if inst.components.playercontroller ~= nil then inst.components.playercontroller:RemotePausePrediction() inst.components.playercontroller:Enable(false) end inst.AnimState:PlayAnimation("whip_pre") inst.AnimState:PushAnimation("whip", false) inst.sg:SetTimeout(1) inst.components.sendiskill:OnStartRapier() inst:PerformBufferedAction() end, timeline = { TimeEvent(4 * FRAMES, function(inst) inst.sg:RemoveStateTag("busy") end), TimeEvent(9 * FRAMES, function(inst) end), TimeEvent(18 * FRAMES, function(inst) --inst.Physics:Stop() end), }, events = { EventHandler("animqueueover", function(inst) if inst.AnimState:AnimDone() then inst.sg:GoToState("idle") end end), }, onupdate = function(inst) end, ontimeout = function(inst) inst:RemoveTag("inskill") inst.sg:GoToState("idle", inst.entity:FlattenMovementPrediction() and "noanim" or nil) inst.sendi_classified.rapier:set(false) if inst.components.playercontroller ~= nil then inst.components.playercontroller:Enable(true) end end, onexit = function(inst) inst:RemoveTag("inskill") inst.sendi_classified.rapier:set(false) end, } in onenter, prevent the player to move because this will become a 'charge skill'(and non-cancelable). then re-set the classified to make the players move again. And the client version. local rapier_client = State { name = "rapier", tags = { "doing", "attack", "skill" }, onenter = function(inst) inst.components.locomotor:Stop() inst.components.locomotor:Clear() inst.entity:SetIsPredictingMovement(false) inst.entity:FlattenMovementPrediction() inst.AnimState:PlayAnimation("whip_pre") inst.AnimState:PushAnimation("whip", false) inst:PerformPreviewBufferedAction() inst.sg:SetTimeout(1) end, onupdate = function(inst) if inst.bufferedaction == nil then inst.sg:GoToState("idle", true) end end, ontimeout = function(inst) inst:ClearBufferedAction() inst.sg:GoToState("idle", inst.entity:FlattenMovementPrediction() and "noanim" or nil) end, onexit = function(inst) inst.entity:SetIsPredictingMovement(true) end, } The codes I messed up in onenter, onexit, FlatternMovementPrediction thingies are what I have tried to prevent the issue, but none of these works... And I don't know what SetIsPredictingMovement() actually do, maybe it's related to TheNet. I think the point at which the character can control is a little faster than... the server's entity is ready to locomote. How can I sync the player's position in right time? Or did I missed something?
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G'day, you beautiful people, how are you doing? Some person tried modding in their own animation using my template and they reported that there's a missing symbol - Wigfrid's eye: I thought to myself "Hm, the hairfront symbol probably got fixed!" and went into the game to test it (I excluded hairfront because it's an additional layer not used by anything in the game and to top it off it's broken in like half of the animations) No, not at all. In ^this^ screenshot I've overriden haifront with Wilson's hair. I've tried looking up this symbol/layer's name is, but I've found nothing. This, to my knowledge, is the only skin using this symbol. I can't unpack the skins either, because they're in a different format and it's "forbidden" to unpack them anyways... Does anyone know what is this thing called? I just want to add it to the animation template so that people don't create potentially broken animations (because who knows how many skins in the future are going to use this symbol).
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Hi everyone ! I wanted to understand how animations work to incorporate it to my character. I have made similar topic few months ago and after I have opened this: I was pretty confused. I didn't know where to start, so here I am again. I hope some kind soul will explain to me how it really works. I understand some of the basics, for example that: - when I have "exported" folder I can compile animation with Spriter (What to do when theoretically I have finished it ? When it's saved what should I do to make it visible in-game ?) I just wanted to make 1-2 seconds long animation of rifle firing, but it had exceeded me . Unfortunately I am literally lost. Thank you in advance for every tip.
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Hey, I'm wanting to make a custom lantern and custom torso belt. I know how to make the standard anim files with spriter, but I am a bit confused on how to create the swap_item folders with the atlas and build file. Could someone give me a tutorial on how this works? I am especially confused with the lantern.
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Is it possible to improve your character animation ? by that i mean editing each action animation to fits your character because the character i made is using the scale up code but the thing is i want to make him look better on each action by editing each action to suit his big build i'm not asking for someone to make it for me but in fact i wanna learn how things work i want to improve character animation but i'm not sure how to do it learning this and spreading it could open up more possibilities for others too so please consider leaving helpful comments
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Custom weapon - animation problem
Yakuzashi posted a topic in [Don't Starve Together] Mods and Tools
Hi guys, I need a little help with changing animations. I want to make weapon animation similar to gun's recoil after shoot instead of default sword-a-like swing. What shall I change in mod>exported>weapon ? Is it build.xml or animation.xml and how to change it properly to avoid errors and bugs ? Moreover I need to change the way my character holds gun in it's hand and gun's direction from vertical to horizontal. I know I am asking too much but if someone could show me the proper way I would be grateful. Have a nice day, Yakuzashi