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Releases: Meowmaritus/DSAnimStudio

DS Anim Studio Version 1.4

06 Oct 07:57
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Changes/Additions:

  • New Option: Player Settings -> Behavior / Hitbox Source. Allows you to choose whether behaviors and hitboxes come from player body, right weapon, or left weapon, by default (things like paired weapons will still automatically pick the correct hand for you if you leave it set to right hand mode probably).
  • HideEquippedWeapon events how hide your equipped weapons if Simulation -> Simulate Draw Mask Changes is enabled.
  • Animation names are now gold.
  • The box that highlights the currently selected animation in the list is now slightly larger and a deeper blue color.
  • Made DummyPoly helper orange and use a new arrow graphic to show orientation:
    • Long 3D arrow = forward
    • Long perpendicular stem = up
    • Short perpendicular stem = right
  • SFX and bullets that spawn on DummyPoly now show the 3D arrow indicators (same as the ones DummyPoly helper now uses) with 2 new toggleable options:
    • Simulation -> Simulate SFX Spawns
    • Simulation -> Simulate Bullet Spawns
  • Rewrote lots of various graphics code and adjusted visual aesthetics of various things.
  • Root motion is now toggleable with Animation -> Enable Root Motion
  • Camera following root motion is now toggleable with Animation -> Camera Follows Root Motion
  • Added 3D Viewport -> Override FLVER Shading Mode -> MESH DEBUG: Vertex Color Alpha
  • Added 3D Viewport -> Disable Texture Blending option, which disables texture blending and uses just the first texture.
  • Backups are now saved as *.dsasbak (existing *.taedxbak backups will still be there, but the app will see that there is no *.dsasbak and make one based on the current file, so just be aware of that).
  • The X == 0 and Z == 0 lines of the grid are now brighter to let you know that where they converge is the origin.
  • Most of the DummyPoly management and hitbox management code has been rewritten, giving more accurate hit spheres/capsules in some edge cases .
  • Reworked Home button in general:
    • Home = go to current start point (does not stop playback)
    • Shift+Home = go to frame 0 (does not stop playback)
    • Ctrl+Home = go to current start point (stops playback)
    • Ctrl+Shift+Home = go to frame 0 (stops playback)
  • Reworked End button in general:
    • End = go to last frame of animation (does not stop playback)
    • Ctrl+End = go to last frame of animation (stops playback)
  • Find window's Event Name and Event Type Num search results now include the event box's full text, showing parameters and such, in the "Matched Value" column.
  • Length of bones with Scene -> Helper: FLVER Skeleton (Cyan) enabled now have more accurate lengths.
  • Current left/right weapons' movesets appears in overlay over 3D viewport, next to current weapons' animations.
  • You can now manually save the editor's configuration file with File -> Manually Save Config (usually it only saves upon exiting).
  • AtkParam row names are now displayed on hitboxes next to the AtkParam row IDs (row name gets cut off after 32 characters to prevent screen clutter).

Fixes:

  • 3D Viewport -> Override FLVER Shading Mode -> TEX DEBUG: Diffuse/Albedo Map now obeys the 3D Viewport -> Disable Texture Alphas option.
  • Attacks which spawn spheres on a DummyPoly ID now spawn it on all instances of that DummyPoly ID
  • Fixed Dancer of the Boreal Valley facing to the right of the screen by default and sliding sideways during attacks (this may fix any other characters with the same issue, but I haven't encountered it on any other character personally).
  • Perfectly mathematically vertical (both points having the exact same X and Z coordinates but a different Y coordinate) hitbox capsules no longer disappear due to a matrix calculation resulting in NaN (none of the ingame animations were ever precise enough to trigger this issue before, but in this version with the rewritten hitbox system, weapon hit capsules are in local weapon mesh space, meaning swords have perfectly vertical hit capsules, thus allowing me to notice this issue).
  • Camera no now also considers how long a model is instead of just how tall it is when deciding the default zoom level (fixes camera starting inside Wolnir's chest and potentially others).
  • No longer loads chalice dungeon variants of Bloodborne enemies, which were cluttering the list and making it take upwards of 2 minutes to load the character. If no non-chalice dungeon variant is found, it will load the first chalice dungeon variant, then stop; just a failsafe so it has an NpcParam to work with.
  • Toggling an option in the Simulation menu now properly toggles the effects of the simulation and syncs with the current frame.
  • Checking the various flip checkboxes in player equip change menu no longer requires you to click back onto the main window to apply changes. It works like several versions ago.
  • UI layout no longer appears disheveled if the window isn't in focus as it opens.
  • File -> Recent Files -> Clear All Recent Files... no longer fails to update the list in the menu.
  • Text which appears on a location in 3D space in the viewport is no longer very dark and hard to see color (it was actually a rendering bug).

DS Anim Studio Version 1.3.2

01 Oct 21:35
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Changes/Additions:

  • Help -> Basic Controls now contains info about scrubbing and multi-select.

Fixes:

  • 60 FPS animations no longer have double speed event simulation (bug introduced in 1.3.1).
  • Multiple draw mask change events in a row now simulate in the correct order (from the beginning of the animation to the current time).
  • Event simulation frame update now happens after event highlight during playback/scrubbing so the event simulation no longer activates a frame later than the box is highlighted in the graph.

DS Anim Studio Version 1.3.1

30 Sep 16:50
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Fixes:

  • No longer crashes upon hitting a draw mask related event in DS1.
  • Events no longer sometimes fail to activate and get highlighted when the cursor is at the beginning of the event while snap to hkx frame is enabled.

DS Anim Studio Version 1.3

30 Sep 05:13
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Changes/Additions:

  • Added "<CurrentFrame>/<MaxFrame>" readout on timeline next to playback cursor, similar to 3DS Max
  • Removed smoothing on auto scroll during playback. It was only really added originally so you didn't notice the misalignment and jitter, which I fixed in this version.
  • Timeline always moves smoothly while playing, even when Animation -> Lock to Frame Rate Defined in HKX is enabled.
    • Still snaps to exact frame positions while scrubbing or doing previous/next frame.
  • Individual frame labels when zoomed in are now white instead of cyan.
  • Bone limit extended from 1,275 to 1,530.
  • Added warning before current animation name displayed in the viewport if model exceeds the max bone count.
  • Added animation framerate after the end of the current animation name displayed in the viewport.

Fixes:

  • The helper toggles etc. in the Scene menu are no longer deleted when that menu opens.
  • Various models are no longer invisible (mainly affects DS1 weapons and objects, but theoretically could fix other types of models in other games as well). The bug was caused by From Software not defining bone weights on some objects and my code dividing by 0 while trying to skin the mesh.
  • No longer occasionally fails to change the 3D model's animation when an animation is selected in the graph.
  • Zooming in/out with Ctrl + scroll wheel is now properly centered on the mouse cursor horizontal offset (this bug was immensely irritating in my experience).
  • Current animation name texts in 3D viewport now show the name of the actual animation file playing, rather than the animation file it is attempting to play.
  • Animations now transition completely correctly between "blocks" (One "block" in a Havok animation is 255 frames long. So you would previously see a weird jitter somewhere around frame 255, frame 511, etc).
  • The seconds display on the timeline now disappears if you zoom in close enough to see individual frame numbers instead of overlapping.
  • Added text to Help -> Basic Controls about how to zoom in/out in the timeline.
  • Ctrl+(+/-) on numpad now zooms as well.
  • Added text to Help -> Basic Controls about previous/next frame keys.
  • Previous/next frame keys now function properly while Animation -> Lock to Frame Rate Defined in HKX is enabled.
  • Previous/next frame keys now update the current playback start position ghost line thing.
  • Playback auto scroll is now updated before the current frame is drawn, preventing misalignment and jitter.
  • Fixed a rare crash due to a race condition with one thread trying to display the current animation ID text on the viewport before the other thread was done loading the animations.
  • The onscreen size of DummyPoly ID text and hitbox attack ID text no longer scales inversly with 3D Viewport -> Resolution Multiplier (the spritefont pixel size now is multiplied by resolution multiplier to counteract the inverse scale)
  • The placeholder DS1 PTDE shader is back to being the same code as the DS3 shader like it was supposed to be rather than some half broken code that made it look really washed out.
  • No longer crashes if current model exceeds bone limit.

DS Anim Studio Version 1.2.1

29 Sep 02:24
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Fixes:

  • Fixed crashing upon loading NPCs.
  • Fixed crashing when hovering over Animation in menu before loading a file.
  • Override Draw Mask menu no longer lingers after clicking an item in it.

DS Anim Studio Version 1.2

29 Sep 01:45
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Changes/Additions:

  • Animation names now display next to the animation ID. The strings such as "a000_000000.hkt" are actually likely just the display names From Software used in development as they do absolutely nothing ingame. Because of this, they are a good place to store animation names as you identify them. You can edit the names with Edit -> Set Animation Name... or by pressing F2. You can still edit animation names using the menu that the Edit Anim Info... button brings up.
  • Animation -> Set Playback Speed... now shows current playback speed to the right of it.
  • Some popup menus no longer stop animation from playing while open.
  • Some menus slightly rearranged/renamed to make clearer.
  • Made 3D Viewport -> Slow Light Spin way slower.
  • Menus no longer close upon clicking an item, making toggling multiple things easier.
  • Little information text at the top of the event graph is now more readable and includes the AnimFileReference value.

Fixes:

  • Hitting Cancel on the Animation -> Set Playback Speed... no longer complains about an invalid value.
  • Old menu items are now always properly deleted and correctly update the lookup table, preventing memory issues and unresponsive menu items.
  • The options for changing draw masks in scene -> current model now set the default reference draw mask instead of the current visible draw mask, making it not just get overrided by draw mask event simulation.
  • No longer displays the names of every hitbox's attack ID at the origin upon loading a model, before switching animations or playing the current animation.
  • Animated model is no longer in a pose from the wrong animation upon selecting a new animation and before playing/scrubbing the animation.
  • Ghost playback cursor which shows where the current animation began is now properly moved to the beginning when changing animations.
  • When an animation file is not found, the current animation file name indicator in the viewport displays with a red font saying "(Doesn't Exist)".
  • When an animation file is not found, the animated model no longer retains the last pose it was in but rather reverts to reference pose.
  • Player weapon models no longer jitter when the player's hands move quickly.

Future Plans:

  • Eventually I want to add a transport control, which would act like the transport from an audio/video workstation with:
    • Play/pause button
    • Stop button
    • Go to start button
    • Go to end button
    • Current time in seconds and frames
    • Duration in seconds and frames
    • Current playback speed
    • Current animation framerate defined in HKX

TAE Editor DX - Version 2.0

12 Jul 17:40
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Additions:

  • Added new option File -> Force Refresh Ingame (Hotkey: F5)
    • Injects into game memory to force the character to be reloaded for quick testing.
    • Only works for character ANIBNDs in PTDE and DS1R.
    • Also a new checkbox File -> Force Refresh On Save, which does the same thing but automatically after saving.

Fixes:

  • Fixed the "Edit Anim Info..." button not being pinned to the right of the window.

TAE Editor DX - Version 1.8.1

04 Jan 23:36
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  • Fixes

    • Dark Souls Remastered files are now openable again.
  • Stuff I'm regretting

    • Pushing REMOBND opening support. They didn't open in the last build and in this build they do open but crash on save (and don't open in readonly mode)
  • I'm sorry this is so jank. Just don't worry about REMOBND or DeS files.

  • Stuff I forgot to mention in the last update:

    • OBJBND files may or may not load, haven't tested. Theoretically should though.
  • WHY I PUSHED THE LAST TWO UPDATES SO UNFINISHED AND JANKILY

    • The bug with animation group saving would actually cause errors ingame and I really wanted to get that fix out and I didn't realize how jank some of the new WIP features were that were collecting dust in my solution directory.
  • Note: The source zip in this isn't actually the latest version because I'm a DOOFUS

TAE Editor DX - Version 1.2

14 Nov 20:44
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  • Features:

    • Click and drag to select multiple events at once, then resize, move, or delete them.
    • Ctrl+A to select all events onscreen.
    • Shift+D to deselect all events.
  • Changes:

    • Holding down Ctrl+Z or Ctrl+Y now undos/redos at a faster rate.
  • Bug Fixes:

    • Closing the window no longer prompts you to save every time, even with no file opened.
    • You can no longer activate undo with Ctrl+Shift+Z, Ctrl+Alt+Z, or Ctrl+Shift+Alt+Z (only with Ctrl+Z)
    • You can no longer activate redo with Ctrl+Shift+Y, Ctrl+Alt+Y, or Ctrl+Shift+Alt+Y (only with Ctrl+Y)
    • You can no longer make events 0 frames long.
    • Doing an Undo operation now marks the file as modified, allowing you to save after undoing on a recently-saved file.

TAE Editor DX - Version 1.1.3

14 Nov 07:35
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Hotfix to prompt you to save if you try to exit the application while you have unsaved changes.