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Found 35 results

  1. 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
  2. I've been binge-watching DST I have noticed the art style change over the year, I want to know the forum opinion on it.
  3. Since the last patch I have had this doubt, now it is possible to wake them up while they are sleeping, it is a bit slower than before, but it works, however this has me a bit intrigued, spamming the "ride" action while the beefalo does its refusal animation was funny, but it was also useful as you could do it while the beefalo was doing its drop saddle animation, this was extremely useful in times of urgency like a hound attack, etc, it helps not to miss one of the 5 uses of the saddle which is not precisely cheap, so now being impossible to do that and helplessly watching your saddle lose one of its uses is quite sad, but is this intentional? Or was the above all the time never intended to be possible to do? Steps to recreate: 1)Put a saddle on a beefalo after feeding it, hold your mouse over it, and wait for it to do its drop saddle animation which has a characteristic sound. 2)When it does, you will see how the option to ride it that appeared under its name a few moments ago, disappears during its drop animation, preventing you from doing anything about it unlike 2 patches ago.
  4. 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
  5. I’ve made a couple of Don’t Starve animations and I post all of them on YouTube but I thought I should post some here! Here’s my most recent one!
  6. 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.
  7. 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?
  8. So I want to look dead on the floor like with Help me up but I don't actually die, I'm trying the Console Command but it won't keep me dead on the floor like a corpse
  9. 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?
  10. 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 !
  11. 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)
  12. Anyone know how to push "cold shaking" animation on item mod? https://gyazo.com/afbf5f9e4a3a597fe6925913ef8aa80a
  13. 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)
  14. 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
  15. 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
  16. *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
  17. 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?
  18. 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.
  19. 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
  20. 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!
  21. 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.
  22. 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
  23. 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.