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w2d3a 2022 年 1 月 5 日 下午 7:21
New modder trying to make skins.
I'm an artist who wants to get into creating skins, and hopefully classes eventually.

I'm very confused on how to draw for the combat / idle animations.

Do I have to draw something, chop it up, then try to match it to for example "(crusader.sprite.idle)"

Any help / templates would be greatly appreciated.:SuccubiDoubt:
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TailBit 2022 年 1 月 19 日 下午 8:02 
The Crusader seem to have many parts that is controlled invidually, which is why he is split up that much,
- the .atlas file tells where all the parts are on the image
- the .skel have the animation and information of how it should put them on textures (some don't use texture animation at all)

- you could make your own animation in Spine ($$$) to replace the existing, then you would just draw in parts as the sprite should look, then export them to spine which puts them just like you had them in the art program, then you would just connect the bone structure and animate them

- It would be neat if we could write something that would export it back and forth between the atlas's png layout and into a art program format in the positions it should have in the skel file (it could be possible) .. but if things have texture animation, then they are often cropped near the edge so you can't draw anything extra outside its area

- last way would be to replace idle with one of the single frame ones .. both the skel, atlas and png .. but then it won't be animated

if you do art, then at the end remember to select transparent areas and select the induvidual color layers of red green blue and delete all outside color that remains (as they do become visible in the different blending modes that the game uses.
w2d3a 2022 年 1 月 20 日 上午 10:30 
Thank you very, very, much for this information. This was exactly what I was looking for. <3
ONKnight 2022 年 2 月 1 日 下午 12:05 
引用自 TailBit
The Crusader seem to have many parts that is controlled invidually, which is why he is split up that much,
- the .atlas file tells where all the parts are on the image
- the .skel have the animation and information of how it should put them on textures (some don't use texture animation at all)

- you could make your own animation in Spine ($$$) to replace the existing, then you would just draw in parts as the sprite should look, then export them to spine which puts them just like you had them in the art program, then you would just connect the bone structure and animate them

- It would be neat if we could write something that would export it back and forth between the atlas's png layout and into a art program format in the positions it should have in the skel file (it could be possible) .. but if things have texture animation, then they are often cropped near the edge so you can't draw anything extra outside its area

- last way would be to replace idle with one of the single frame ones .. both the skel, atlas and png .. but then it won't be animated

if you do art, then at the end remember to select transparent areas and select the induvidual color layers of red green blue and delete all outside color that remains (as they do become visible in the different blending modes that the game uses.

TailBit, is there a way to bypass the character silhouette limitation? For example, change the width of the pants of the grave robber or the length and splendor of her hairstyle.
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