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Releases: Meowmaritus/DSAnimStudio

DS Anim Studio Version 3.0.3

29 Dec 00:15
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Changes/Additions:

  • Added the "Delete This Animation..." button back into Edit Animation Properties.

Fixes:

  • Now loads configuration file upon opening the application rather than upon loading a file to edit.
    • No longer shows an error message loop for uninitialized configuration when you hover over Simulation menu header etc.
  • Fixed cross-threading error from Simulations list management within configuration file.
  • Show Cam Pivot Indicator Cube now works again
  • Demon's Souls player weapons are no longer backwards.
  • Fixed a few very rare cross-threading errors.
  • You can no longer press hotkeys like Ctrl+G or Ctrl+H to open prompts while other prompts are already open, thus duplicating them.

Also see v3.0.2 changelog for more info about v3.0.x in general.

DS Anim Studio Version 3.0.2

28 Dec 20:34
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Changes/Additions:

  • Rewrote most of the GUI system.
    • Every menu looks different and there are many things rearranged / improved.
    • Far more responsive than before.
    • Font now includes all kanji used by From Software developers.
      • DS Anim Studio has always shown the Japanese names of NPCs, attacks, bullets, and SpEffects for games where they accidentally left that dev info in, but there were occasionally extremely specific kanji used which showed up as "?", as the font didn't support it.
  • NOW SUPPORTS DEMON'S SOULS CHARACTER ANIBND FILES.
    • Requires a pre-conversion process similar to DS1R/sekiro (performed automatically upon attempting to load the file for the first time).
  • NOW SUPPORTS DARK SOULS 1: PTDE AND DARK SOULS 1: REMASTERED .REMOBND (CUTSCENE) FILES.
    • DS1R cutscenes must be downgraded similarly to DS1R characters, from same menu.
    • Warning: DS1R cutscenes are less tested than PTDE.
    • When a Dark Souls 1 cutscene is loaded, events will show additional properties which can be edited in the inspector.
    • Very bad loading times as it creates a scene cache. Due to threading issues there is no progress bar for this loading, just text on the top right of the 3D viewport. Luckily once a camera cut loads the first time that session, it is instant each subsequent time.
    • See Entity Settings window in menu bar when a cutscene is loaded, for various utilities.
      • Show Cutscene Camera View: Shows the actual camera view stored in the cutscene file. Camera can not be moved or rotated with this on.
      • Enable Dummy Node Helpers: Shows text / arrow indicators where dummy nodes are located. These nodes have locational animation and can be used to spawn things etc. They shgow up with IDs similar to d0000_0000.
      • Lock Aspect Ratio to 16:9: Locks aspect ratio to 16:9 while a cutscene is loaded and Show Cutscene Camera View is enabled.
      • Preview Full Cutscene With Streamed Audio: Starts the entire cutscene from the beginning, playing the single continuous streamed audio file as it goes along.
        • If it needs to stop to load a camera cut, it will pause the streamed audio while it loads.
        • Scrubbing the timeline, manually selecting another cut from the list, pressing stop, etc. will cancel the preview.
        • Pressing space bar or the pause button in the playback transport will pause the preview and streamed audio as you would expect.
  • Various TAE events are named more correctly.
  • Various TAE events have had their parameters updated to be more accurate.
  • Animation blending rewritten to be far closer to how the games actually do it.
    • Animations no longer loop back to the start during a blend transition to the next animation.
      • This makes animation sequences with no Blend() event (e.g. event animations, Bloodborne charge attacks, etc.) function properly in the Combo Viewer screen, just write "NoCancel" as the animation type in the combo sequence.
    • When you start to blend to the next animation while still in the middle of blending to the current animation, it now properly does a blend between 3 or more animations like it does in the actual games, giving a far smoother and accurate experience on many very specific (often short) sequences of animations.
  • You can now disable animation playback looping.
    • Press Ctrl+L to toggle it on/off.
    • If looping is enabled, you will see "[LOOP]" in the playback transport or if it's disabled you will see "[ONCE]".
      • Might actually stop being lazy and create icons for these transport buttons in the future lol.
    • This does not affect the Combo Viewer's benavior in any way. If you need an animation to loop in the combo, put the animation multiple times with "NoCancel" animation type in the combo sequence. Additionally, the "Is Loop" checkbox will loop the entire combo seamlessly if applicable with the entry types.
    • This is technically the only way to view the very last frame of an animation as it instead shows the start of frame 0 if looping is enabled.
  • New option in Toolbox menu to draw root motion.
    • Restarts when the animation loops or restarts or when you select a new animation.
    • Orientation arrows are shown at the start of the root motion and at the current location, with lines drawn between using samples recorded as the animation is scrubbed or played.
      • There's an option for tick rate (defaults to 30 Hz).
      • There's an option for maximum number of ticks (defaults to 200).
      • Start location arrow is red by default ("Root Motion - Start Point" in color config menu).
      • Current location arrow is yellow by default ("Root Motion - Current Point" in color config menu).
      • Line is yellow by default ("Root Motion - Trail Line" in color config menu).
  • You can now toggle configuration file saving under "File" in the menu.
  • Now has error handling for configuration file saving/loading.
  • New option (on by default) in toolbox to make character tracking rotation test operate on animation time passed rather than real time passed. Takes the option to snap to original anim file framerate into account and is also useful for scrubbing related stuff idk.
  • New option to force DS1/DS1R files to be saved with additional event group data to keep track of which row each event is on like in BB/DS3/SDT.
    • Has not been tested much. May cause the game to act unexpectedly, considering that the vanilla files never do this.
  • When working with DS1/DS1R files (without the above new option on), events are now saved into the file with their vertical order taken into account, making pasted events no longer show up at the bottom of the graph always after reloading the event graph.
  • You can now drag the 3D viewport's bottom left corner to scale the width and height simultaneously.
  • Experimental character model importer in "NPC SETTINGS" submenu in menu bar.
    • No help or further info is given because it's not finished. I take no liability if you somehow break your game installation or lose your mod creation work. Back up your character files.
  • Experimental animation importer under "Tools" submenu in menu bar.
    • If used on c0000, all animations will import to c0000.anibnd(.dcx) so you will have to manually move them afterward or use the option to save a loose .hkx file.
    • No help or further info is given because it's not finished. I take no liability if you somehow break your game installation or lose your mod creation work. Back up your character files.

Changes/Additions (3.0.0 --> 3.0.1):

  • Enabled a limited version of the debug window (Window -> Debug) in the non-debug builds of the app, with these options:
    • Float slider "HKX Skel -> HKX Anim Weight" (weight of the animation skeleton mapping to the animations).
    • Float slider "FLVER Skel -> HKX Skel Weight" (weight of the model skeleton mapping to the animation skeleton).
    • Checkbox "Enable FLVER Skel -> HKX Skel" (whether to apply skinning to model).
  • [Debug Build Only] Made the shader reload options in Debug window be more clear that they reload from the source code project directory.
  • Fatal errors now display a new window which gives you the option to backup the last saved version of the file and also give you a choice between ignoring the error and continuing or exiting the application (for infinite error message loops).

Changes/Additions (3.0.1 --> 3.0.2):

  • The "NPC Settings", "Player Settings", etc. menus have all been replaced by Window -> Entity Settings. It is a floating window, which allows you to select NPC Params without having to deal with the menu bar and stuff.
    • This menu also automatically opens when you load a file, which may help new users to notice that it exists.
    • NpcParam selection has been recreated from scratch, giving a better overview of each NpcParam entry.

Fixes:

  • During playback, hitboxes no longer lag 1 frame behind the model.
  • Copy/pasting TAE events now correctly applies the "IsBigEndian" setting in the JSON, which was not ever encountered before DSAS officially supported Demon's Souls and big endian versions of Dark Souls 1.
  • You can now scroll right to where the end of the actual animation is even if there's no events near the end.
  • "Hard Reset" function (Ctrl+R) now correctly resets your last playback start position to the start.
  • When you copy/paste DS3/SDT events then switch to another animation entry then switch back, the events are no longer misaligned.
  • Fixed lots of jank with the event graph like events refusing to get removed from the graph visually after being deleted or needing to be deleted multiple times.
  • You can no longer drag the left side of an event past the start of the animation.
  • Resizing events really small no longer sometimes moves it over 1 frame.
  • Fixed many cross threading conflict error messages and crashes.
  • Rewrote application configuration saving/loading to prevent multiple instances auto-saving to the config file from crashing the other from the "File in use by another application" error it's getting from Windows.
    • It now tries to save, then if it fails, waits a bit, and tries again, up to 10 times. If it fails 10 times it will give a warning and ask if you'd like to disable configuration file auto-saving for the rest of the session.
    • As above option mentions, auto saving of configuration file can now be toggled under File menu header.

Fixes (3.0.0 --> 3.0.1):

  • Removed a DS1 cutscene event that didn't exist (99).
  • Fixed "[MODEL VIEW MODE]" menu in Toolbox not allowing animation playback on .objbnd dropped onto app window.
  • [Debug Build Only] Made the shader reload options in Debug window not leak a few MB of memory every time they are utilized.

Fixes (3.0.1 --> 3.0.2):

  • Fixed Bloodborne characters sometimes showing the outsides of clothing with the textures from the insides of the clothing.
  • Fixed Reload GameParam option showi...
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DS Anim Studio Version 2.4.5

27 Sep 02:23
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  • Fixed a regression causing various bones to be rotated super weirdly.

DS Anim Studio Version 2.4.4

26 Sep 19:10
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Changes/Additions:

  • Camera pivot point indicator cube is disabled by default due to massive seething hatred and rage felt toward it by everyone.

Fixes:

  • Various player weapon DummyPoly (and subsequently their hitboxes) are now oriented properly.

DS Anim Studio Version 2.4.3

26 Sep 00:59
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Fixes

  • The Exact Duplicate of Other Anim type in Edit Anim Info now properly saves the ID of the animation of which the current entry is a duplicate of, rather than writing -1 every time.
  • When you go from Standard Animation Type to Exact Duplicate of Other Anim type in Edit Anim Info window, the Unknown Value is now initialized to 0 by default.

DS Anim Studio Version 2.4.2

24 Sep 22:40
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Changes/Additions:

  • Animation Overlays list in Toolbox now shows "No animation overlays found for this model." if none are present or "No model currently loaded." if there is no model currently loaded.
  • Window size, animation list width, and model viewer size save to the configuration file now.
  • Skybox brightness and Show Cubemap As Skybox now save in the config file.
  • You can now disable the camera pivot point indicator box in the Toolbox next to the snap to 45 degree angles option.
  • Moving the mouse now cancels tooltips in Toolbox.
  • Skybox/cubemap settings are now grouped together in Toolbox.
  • Snap Cam to 45 Degree Angles now moves to the nearest snap angle a little bit faster.
  • You can now go up to 32x MSAA if MonoGame decides that your GPU supports it. If not, it will just use the max it can (internal MonoGame behavior).
  • Hitbox, bullet spawn, and sfx spawn simulations now override the option to disable the DummyPoly in the list in the Toolbox.
  • You can zoom the viewport in/out while moving or panning the camera.

Fixes:

  • Middle clicking the colors now resets them to default as intended.
  • Tooltip that says light rotation doesn't work while Light Follows Camera is enabled has been edited.
  • Removed Skybox Motion Blur Strength option as it was for a failed test during development and did nothing.
  • Snap Cam to 45 Degree Angles no longer has the speed of the movement to the nearest snap angle tied to framerate.
  • Manually typing in a vertical field of view value not within 1 to 179 degree range no longer causes an infinite error message loop it just corrects the value for you.
  • Manually typing in the MSAA multiplier no longer lets you go below 1x or above 32x.
  • Manually typing in the SSAA multiplier no longer lets you go below 1x or above 4x.
  • The following color options in Toolbox now apply the color changes immediately instead of on next model load:
    • Colors -> Helper -> Flver Bone Bounding Box
    • Colors -> Helper -> Flver Bone

DS Anim Studio Version 2.4.1

24 Sep 02:45
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Changes/Additions:

  • More accurate and good looking lighting/shading.
  • Viewport Config now renamed to Toolbox. It is referred to as such within this changelog as well.
  • DummyPoly ID text is now closer to the actual location
  • DummyPoly 200 shows regular ID text on all points instead of just one that says "(all over body)"
  • New DummyPoly menu in Toolbox. Has a list of DummyPoly for each model. Hovering over them shows just that DummyPoly in the viewport allowing you to tell where it is.
    • Click a DummyPoly to toggle it on/off. If off nothing related to it will show. Even SFX spawns etc will not show from that DummyPoly. The only exception is hitbox shapes which will always show entirely with hitbox simulation enabled.
  • Some helper colors changed around.
  • New option Scene -> Show c0000 Weapon Global DummyPoly ID Values (10000+), which displays the globally-offsetted values you would use for paired weapon / trick weapon AtkParams etc.
  • Changed Animation -> Lock to Frame Rate Defined in HKX to use Math.Floor instead of Math.Round, which works more accurately with events during playback.
  • Scene -> Helper: Flver Skeleton is now yellow and renders all bones with the appropriate orientation/length. Due to technical limitations it now displays as just a single line per bone like the debug menu option in the actual game engine.
  • Animation blending now obeys the "lock to framerate defined in HKX" option.
  • Manually selecting an animation either by clicking or my pressing Up or Down now cancels the currently playing combo if applicable.
  • PlaySound_ByStateInfo event will now stop the sound when the event is no longer active. This allows it to fade out some looping sounds etc and works like it does ingame.
    • Many sounds cutoff harshly in DS1 because they seem to use some kind of weird hacky solution, but it's fine I guess.
  • Grid and hitbox color are now the originally intended duller colors that match the ingame debug colors.
  • New section in viewport config window named COLORS. Allows you to adjust grid color, hitbox colors, various helper colors, etc.
  • New render modes to debug mesh UV coordinates, with an option for TEXCOORD0 and another for TEXCOORD1.
  • Now loads human body and face for the player kinda. Does not look very good.
  • Missing diffuse and specular textures are now gray instead of white, making things easier to see.
  • New option Simulation -> Simulate Character Tracking (A/D Keys)
    • Preview character rotation speed.
    • Takes JumpTable 7 (DisableTurning) into account.
    • Takes Event 224 (SetTurnSpeed) into account.
    • Apply an automatic constant turn speed right at the top of Toolbox.
  • Volume bar now displays in percent instead of multiplier.
  • Volume bar maximum increased to 200%
    • New "Reset to 100%" button under volume.
  • Some new separators added to Toolbox imgui menu for increased readability.
  • Made memory usage text on bottom right smaller.
  • You now have to zoom in less to see individual frame numbers.
  • Camera default orbit point makes more sense on more models
  • Lighting direction can now be set while lighting is set to follow camera, giving a sort of backlight effect etc.
    • New default has model lit from the side, giving a more dramatic look.
  • Loading a new character now force stops all sound output (you can't manually end sound output until after it finishes loading the new character, so that was really annoying)
  • Middle clicking to recenter the camera no longer resets the zoom.
  • Entire camera system rewritten from scratch to use quaternions and also lots of spaghetti code removed. Along with that, are a few changes:
    • Camera can now be rotated freely vertically even past the top.
    • Skybox no longer rotates with the player model during rotational root motion.
    • Moving the camera now shows the pivot point in 3D space for a brief moment to let you better know what is happening.
    • The Ctrl+(+)/(-) binding for zooming the timeline in/out now works for the viewport. Might as well have the option; someone on the Discord server had a broken mouse wheel andd I felt bad lol.
    • Zooming now uses different math that makes it finer/slower near the pivot point and faster far away from it.
    • Zooming in too close to the pivot point now pushes the pivot point forward.
    • Clicking and dragging to rotate the camera / pan the camera has been rewritten:
      • You can hold shift to go faster.
      • You can hold ctrl to make right click drag the camera orbit origin forward/backward instead of up/down.
      • Mouse cursor gets hidden and locked in place.
        • This allows free movement in all directions without ever hitting the edge of your monitor.
      • Uses raw mouse input
        • No mouse acceleration.
        • The DPI of your mouse directly maps to the precision of movement in DS Anim Studio.
        • Factors in your Windows mouse pointer speed as a base so users of high DPI mouse with low speed shouldn't have issues with it being way too fast by default.
        • New overall mouse input speed multiplier in the Toolbox near the camera rotate/move speed values that were already there.
      • Middle clicking to reset the camera will now make it follow the character's lockon dummypoly automatically from that point onward, unless you right click and drag to move the pivot point.
      • New option to snap to 45 degree angles, located in the Toolbox.
  • Resizing the application window maintains the same model viewer and inspector pane size ratios relative to the total size of the screen.
  • New shader approximates PTDE shading in DS3's material setup, giving fairly decent (though not correct) looking lighting for PTDE models.
  • You can make the viewport bigger than before.
  • Animation list a bit more compact, can also be made smaller than before, giving more room for graph and viewport.
  • Toolbox can now be dragged around.
  • Toolbox contents can be scaled with 2 new options at the top.
  • Viewport text (like weapon animations etc) can now be rescaled with a new bar near the top of Toolbox.

Fixes:

  • Fixed longstanding critical oversight where the individual normals from normal maps were not oriented correctly.
  • Spawn events that use the global weapon model offsets (10000+) now display correctly.
  • Fixed a bug where weapon locations displayed in the location of the previous animation frame for 1 render frame after changing animation frames before suddenly snapping to the right location. This was extremely noticable for very drastic location changes such as Bloodborne trick weapon transformation animations, where you would see the weapon in an extremely incorrect location for 1 frame and it appeared very jarring.
  • Fixed bug where hitting Insert key to insert a new animation would scroll to a weird place in the animation list.
  • Weapon animations now reset to frame 0 when the player's animation loops (useful for mods that are using a weapon animation that's longer than the player's).
  • Fixed a bug from I dunno how long ago where model masks on player equipment were not ever applied.
  • Zooming the graph way out no longer makes the timeline blank on top.
  • Middle clicking to recenter camera now goes to the proper rotation if the model is root motion rotated and camera follows root motion rotation is on
  • Fixed longstanding bug where playing an animation with rotational root motion then blending into an animation with lateral root motion would result in the model moving in a different direction than it is facing (sliding sideways on dashes etc)
  • Fixed Edit Animation Properties being cutoff if you are using an abnormal windows DPI scale factor. Note that you must still do this if you use DPI scaling:
    • Right click DS Anim Studio.exe
    • Click Properties
    • Go to Compatibility tab
    • Go to Change high DPI settings
    • Check both checkboxes
    • Set lower scaling override dropdown to Application
    • Hit OK
    • Hit Apply
    • Hit OK
    • Close any running instance of DS Anim Studio and launch it again
  • Sekiro Edit Animation Properties window no longer shows short animation ID format (aXX_YYYY) like DS1.
  • Fixed bug where "Goto Event Source" button would internally set a value wrong causing it to fail to copy events to clipboard until you switched animations.
  • Some instances of modifying files but not having an unsaved changes indicator have been fixed.
  • Copy/Paste hotkeys in the inspector pane will no longer make the event graph freak out as if you're trying to copy/paste event data.
  • Keyboard input in Toolbox no longer permanently stops working after loading a character, alt-tabbing, and various other actions.
    • You likely didn't realize it had keyboard input since it didn't work. Ctrl + Left Click on a slider value to do keyboard input for that value.

DS Anim Studio Version 2.3

04 Aug 22:56
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Changes/Additions:

  • More accurate event mapping (mostly DS1).
  • No more selecting weapon model indices and weird stuff like that; DS Anim Studio now works just like ingame. For dual weapons (and Bloodborne trick weapons), simply put the desired weapon in your right hand then select the "Right Weapon Two-Handed" for the Weapon Style etc. The offhand weapon will be sheathed and everything will function properly with all hitboxes showing up exactly as they do ingame.
  • Bloodborne trick weapons now preview properly.
  • DS3 paired weapons now preview properly.
    • New simulation toggle added for DS3's TAE event 712, which overrides weapon locations. Defaults to enabled.
  • If an animated weapon has no animation to match the one the player is doing, it will now try to go to animation a999_000000 / a99_0000 if it exists, then try to go to animation a000_000000 / a00_0000 if it exists, and as a last ditch effort, try to go to the very first animation in the weapon's animation list.
  • You can now press the F8 key to open the Combo Viewer tool.
  • New combo entry type: NoCancel <Animation ID> which does not cancel the previous animation in the combo and instead waits until it finishes.
  • You can now put start/end frame numbers on combo entries. Syntax is <Entry Type> <Animation ID> [<Start Frame> [<End Frame>]]
    • e.g. EnemyComboAttack a01_3001 12 24
    • Optional feature (you can use old syntax and it just assumes entire animation until it should cancel).
    • If start frame is -1 or you don't put frame numbers, it starts at the beginning of the animation.
    • If end frame is -1 or you don't put frame numbers or you only put the start frame, it ends at wherever it would end normally (like the cancel event or just the end of the animation with the new NoCancel entry type).
  • Bloodborne files now attempt to load sounds from a new made-up directory dvdroot_ps4/sound_win instead of dvdroot_ps4/sound. In theory, you can put converted .FSBs that use mp3 or vorbis instead of the proprietary atrac9 format along with their accompanying .FEVs and then the sounds will play. If I can figure out how to automate it, I can add a preprocessing option similar to downgrading SDT animations but for Bloodborne audio.
  • Player equipment IDs are always shown even if a name string exists in the FMG.
  • Equipment names are now loaded in SDT.
  • Animation list is slightly more compact.
  • Added Go To Animation Section ID... (Ctrl+H). Lets you go to a specific section, rather than having to type the exact ID of the first animation in that section.
  • Holding down the previous/next anim key now goes faster.
  • Next/previous anim section now works for enemies where all sections are in the same TAE (they still do not show up as collapsable sections yet, because I would need to rewrite lots of the GUI code for the animation list for that to be possible and I don't feel like it).
  • Now checks one directory above the data root directory for UXM extracted files if you're editing files from within a modengine folder.
  • Downgrading DS1R / SDT animations is now noticably faster.
  • Sound effect spawn location helper now defaults to disabled like I originally intended it to.
  • Combo Viewer combos now sets the appropriate default hitbox viewing source (right weapon / left weapon / body) for you.
    • For anyone unfamiliar, this setting has always been there (under Player Settings) and is used to figure out where to put hitboxes where FromSoft didn't specify which fucking model to spawn them on.
    • PlayerRH and PlayerLH select their respective weapons as the hitbox DummyPoly source and anything else sets the character's body as the source.
    • Only used on Player model.

Fixes:

  • Fixed a regression that caused camera rotation speed to scale inversely with framerate again. Not sure how this change got undone but, okay, whatever.
  • Resetting the animation back to the start now also does the same for any animated weapons.
  • The automatic weapon anim selection now works for Bloodborne transformed weapons that have suffixes on the anim names like a000_000000_2.hkx.
  • Weapons now use the last digit of the binder file ID to determine the index rather than _X at the end of the name because FromSoft apparently sometimes just puts the wrong names.
  • Fixed some IDs getting ignored in equip params.
  • Fixed extreme limb lengthening happening on animations that used bone scale values (mostly affects Bloodborne).
  • Fixed event mapping running into errors and failing on some Bloodborne enemies.
  • Added several additional cross-threading locks, fixing several race condition errors
  • Previous/next animation/group keys now skip over sections with no animations in them instead of just stopping and requiring you to use the mouse to skip over them.
  • Fixed a cross-threading error where you'd attempt to load a file and it wouldn't exist and the app would ask "would you like to delete it from the recent file list?" and it would try to access the recent file list from the wrong thread.
  • Fixed a few errors on the xml event template for DS3 OBJBNDs
  • Fixed a crash when TagTools fails to downgrade a DS1R or SDT file. Now shows an error popup.
  • Fixed MSGBND files with renamed FMG files inside (such as mods that rename them to English instead of their original Japanese names) not loading correctly.
  • No longer requires the text files to be present in order to load correctly. If all the text files weren't found, you will be warned of the consequences and be able to use the app.
  • Fixed longstanding oversight which caused the Change Player Equipment window to not close if you loaded another character. The equip menu from a previously-loaded character did nothing if you were wondering.
  • Fixed a bug that would lock the app into an infinite error loop when certain errors happened in the middle of a draw call.
  • The default player equipment for each game has been updated to be useable for each game.
  • Made loading far more stable and less likely to have errors.
  • Fixed Find (Ctrl+F) dialogue's event type number search type showing resulting events as unmapped.
  • Fixed Find (Ctrl+F) dialogue not showing the event type number after the mapped name (was EventName() before, now it's EventName[ID]() like on the graph).
  • DummyPoly movement now takes into account the animation of both the reference bone and the attach bone instead of only the attach bone (only place this has been utilized that I've come across so far is a Bloodborne chalice dungeon object but it seems likely that various other objects use it).
  • Failed load operations no longer result in the mouse cursor being a spinny loading circle indefinitely.
  • Objects now load sounds.
  • Fixed additive blend animations on downgraded DS1R and SDT animations.

Known Issues That I Didn't Feel Like Fixing Yet:

  • Find window results always say "a000_" / "a00_" even if in other groups.
  • Clicking a Find window result doesn't refresh the main screen until you click the main screen.

DS Anim Studio Version 2.2

27 Jun 04:08
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Changes/Additions:

  • Event IDs are shown even when a name is present in all contexts (e.g. Blend[16]()).
  • You no longer have to double click values in the inspector to edit them, just a single click is needed. Since you have to click again to open the dropdown list on dropdown parameters, those have effectively only been reduced from 3 total clicks to 2 total clicks.
  • Combo previewer was reworked to be much easier to use/understand.
  • Many TAE mapping updates.
    • Some things are corrected from new research.
    • Some things are renamed to be easier to understand.
    • Bloodborne mappings are now also contained within the DS3 mapping file as separate banks near the bottom of the file.
      • Many more Bloodborne events are mapped as it's almost identical to DS3.
      • Bloodborne TAE imported into DS3 now properly functions.

Fixes:

  • All events will now be active for at least one frame each loop, no matter what. This is how the game seems to do it. In previous versions of DS Anim Studio, if the playback cursor was moving fast enough over a short enough event, it could actually just not trigger it.
  • Fixed various crashes. Well, they would be crashes if it wasn't for the error popups. Anyways I fixed a ton of them.
  • Fixed multiple-second freeze when loading subsequent new files (it was caused by the animation list attempting to access some things that weren't loaded yet, leading to exception throw spamming, which has a lot of overhead, probably due to the way it winds back the call stack).
  • Fixed combo previewer sometimes not recognizing that animations exist.
  • Corrected misconception that anim references chained when they do not.
  • Fixed lag spike upon changing to a new animation when lots of RAM was being used by the application (it was caused by calling garbage collection on animation change, soemthing I did as a test at one point and forgot to remove).
  • Fixed typo that caused textures without mipmaps to attempt to display with mipmaps, making them fade to black as the camera got further away (no data for subsequent pixels = black). Only relevant for very specific textures, such as Cleric Beast's body textures.
  • Additive blend animations now not only are back to not crumpling into a ball on the floor but also are finally accurate to how they are ingame instead of being slightly off and weird looking.

DS Anim Studio Version 2.1.6.1

26 May 16:30
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  • Fixed the reworked root motion rotation causing the 3D sound panning to be misaligned.
  • Added By Meowmaritus to the menu bar like my other tools have.
  • File -> Live Refresh On Save (DS1R/DS3 Only) can now be accessed via the F5 key, like in way older builds of this app. I'm not sure how I forgot to re-add that when I rewrote it.