PanAzej

[TEMPLATE] Custom Player Animation

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PanAzej    1,850
3 hours ago, PeterA said:

@PanAzej, thanks for putting this together, looks great! I spent some time taking a look at Kzisor/Ysovuka's change, and I've merged that into the tools now, and just pushed that live to the tools on Steam.

So you should be able to remove the part about taking the custom scml.exe file.

Awesome, thank you!

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Kzisor    1,051

@PanAzej, thanks for taking the time to put this together. I hope it wasn't too much trouble getting it all sorted. Hopefully now we will start seeing mods which will truly impact the game with new concepts.

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PeterA    1,841
5 hours ago, icantevenname said:

I'm having trouble with layers, will this help?

What issue with layers were you seeing?

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7 minutes ago, PeterA said:

What issue with layers were you seeing?

In a previous character mod, I shifted the hair sprite to the far back since it's originally between the torso and head. Now I'm working on a new one, and can't get the hair sprite to go back to normal.

Since I've asked that question, my character won't even show up now...

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PeterA    1,841

Are you just replacing the character's build, and not making your own animation? The layering order is determined by the animation, so if you are just using the base animations from the game (wilson's animations/stategraph) with a new build then you won't be able to override that layering.

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Gran    1

Little question about animations and stuff. I was working on a character mod that i wanted it to fly instead of walking. Back in that time, i've searched so hard about it, but i wasnt able to find anything.

This topic is well related to my issue... so, anyone have any ideia to how can i change the base animations? A little tutorial could be helpful! I'm pretty newbie about this, but i know the basics and i'm looking forward to make it happen!

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PeterA    1,841
21 hours ago, Gran said:

how can i change the base animations

Hey Gran, I'm not super familiar with the state graph unfortunately, but I believe what you'd need to do is create new run anims and then in your mod you'd need to call AddStategraphPostInit, and then modify the "run_start", "run" and "run_stop" states to call your animation instead of the base ones.

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On 3/16/2017 at 3:41 PM, PeterA said:

Are you just replacing the character's build, and not making your own animation? The layering order is determined by the animation, so if you are just using the base animations from the game (wilson's animations/stategraph) with a new build then you won't be able to override that layering.

I want to say yes. I'm not exactly sure, still new to this. Is it the files in the anim zip folder? Do I fix the problem by copy and pasting those files from the template and into the mod's?

And would this tool help move sprites? The character I'm working on has a wide grin, so the default cheek placement looks off when eating.

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PeterA    1,841

@icantevenname I don't think you want to just replace the zip files, though I'm not really sure what issue you're seeing. My recommendation would be to check out the extended sample character template by @Dleowolf

 

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Posted (edited)

Just to clarify no time to check myself right now, but it is for custom animations about how much customization we still need all the parts for the charackters like in Sample charackter i guess. But we can just make new animations beside the default ones right ? So speaking of working more with Spriter how we pleases.

Edited by Deathlord Avon

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