Nelly Snow Posted March 5, 2022 Group: Members Topic Count: 1 Topics Per Day: 0.00 Content Count: 3 Reputation: 0 Joined: 03/05/22 Last Seen: November 7, 2022 Share Posted March 5, 2022 Hi, I'm newbie desinger, I wanna create an simple headgear like this jail, I open new file with "headgear (female)", import an pic and copy to each frames. and selected " Anchors -> Use body as base ", the pic still moving around. Now I'm using the slow way : move an angle , adjustment one frame, import file, open game to check, close game for next frame... each angle with 3 frames, so I repeat this for 3*9=27 times. It's really slow and annoying, and it just a static pic, I can't do it if I wanna do the animation one. How do I set right anchors for this? Or I can set the manual file to my anchors? Quote Link to comment Share on other sites More sharing options...
1 Tokei Posted March 14, 2022 Group: Members Topic Count: 16 Topics Per Day: 0.00 Content Count: 662 Reputation: 671 Joined: 11/12/12 Last Seen: 28 minutes ago Share Posted March 14, 2022 (edited) Heya, That's intended, surprisingly. When you are editing the hat sprite, you are viewing the world from the perspective of the hat. So if you set all the XY offsets the same, from... the perspective of the hat, nothing seems to be moving. That makes sense. But that doesn't work in-game because the body sprite has anchors points, which decides where the hat will be drawn. This position moves depending of the body's orientation. To "recreate" this, you'd have to use Anchors > Use body as base (this essentially attaches the current sprite to the body instead). In other words, this will set the perspective from the body. Though, in the end, that's not really that helpful to you because you'd have to set the offsets one by one. Plus, that's not possible to fully match those offsets, it will never work. Instead, do the following: Align all the hat's anchors points with the base body. Set all the offsets to a fixed value. This is not really possible by hand, so the following should do the trick (it uses the default body as reference, but it should be good enough): // Change to ref_body_f.act for the female anchor points var body = new Act(ApplicationManager.GetResource("ref_body_m.act")); for (int aid = 0; aid < act.Actions.Count; aid++) { var action = act[aid]; for (int fid = 0; fid < action.Frames.Count; fid++) { var frame = action[fid]; var frameReference = body.TryGetFrame(aid, fid); if (frameReference != null) { frame.Anchors[0].OffsetX = frameReference.Anchors[0].OffsetX; frame.Anchors[0].OffsetY = frameReference.Anchors[0].OffsetY; } } } // Uncomment below if you want to set the same offsets for all your layers //foreach(var action in act.Actions) { // foreach(var frame in action.Frames) { // foreach(var layer in frame.Layers) { // layer.OffsetY = -38; // layer.OffsetX = 0; // } // } //} This will achieve what you're looking for. And yes, anchors points are quite confusing. Without using a script, this could also be done via Anchors > Set anchors > Set from file... > Select a base body sprite for reference. Edited March 14, 2022 by Tokei Quote Link to comment Share on other sites More sharing options...
0 Natsukashi Posted March 9, 2022 Group: Members Topic Count: 6 Topics Per Day: 0.00 Content Count: 24 Reputation: 8 Joined: 06/29/20 Last Seen: December 27, 2022 Share Posted March 9, 2022 Go try to adjust the XY position of all the frames into the same positions so that it will not move or maybe try to make just 1 frame into the same position because it was static as well. Quote Link to comment Share on other sites More sharing options...
0 Nelly Snow Posted March 9, 2022 Group: Members Topic Count: 1 Topics Per Day: 0.00 Content Count: 3 Reputation: 0 Joined: 03/05/22 Last Seen: November 7, 2022 Author Share Posted March 9, 2022 (edited) 5 hours ago, Natsukashi said: Go try to adjust the XY position of all the frames into the same positions so that it will not move or maybe try to make just 1 frame into the same position because it was static as well. there is the files I've tested this one I create new file, set all same x, y numbers this is the end result with Act editor preview and in game its static in Act editor, but not in game ============ This one is I manual adjustment frames by frames its not static in Act editor, but static in game I'm really confuses at the anchors function, is the preset anchors have wrong? I attach all my files, if someone can help me. -- I'm not English base user, if I said something wrong, forgive me plz act question.rar Edited March 9, 2022 by Nelly Snow Quote Link to comment Share on other sites More sharing options...
0 Katakuri Posted March 15, 2022 Group: Members Topic Count: 7 Topics Per Day: 0.00 Content Count: 110 Reputation: 56 Joined: 05/29/18 Last Seen: Wednesday at 05:52 AM Share Posted March 15, 2022 Headgears = Head as base Weapons = Body as base. Quote Link to comment Share on other sites More sharing options...
Question
Nelly Snow
Hi, I'm newbie desinger,
I wanna create an simple headgear like this jail,
I open new file with "headgear (female)", import an pic and copy to each frames.
and selected " Anchors -> Use body as base ", the pic still moving around.
Now I'm using the slow way : move an angle , adjustment one frame, import file, open game to check, close game for next frame...
each angle with 3 frames, so I repeat this for 3*9=27 times.
It's really slow and annoying, and it just a static pic, I can't do it if I wanna do the animation one.
How do I set right anchors for this?
Or I can set the manual file to my anchors?
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