
To do it, make sure you uncheck the bones you want to replace and check them on the other animation, which is replacing. For example, you can try replacing different bones from the two running animations in the previous steps. Fo now, find two animations with the same speed and load them. If the frames are not the same speed, it will freeze the animation of the creature fully or partially. You can see the frame count of each animation under the "New Animation" buttons. Important thing you need to know is both animations must have the same frame count for this to work properly. Next thing you can do with this program is take only chosen bone from one animation and switch it with those from the other. Congratz! You combined your first animation. The ponytail is no longer hidden in the girl's back. Uncheck one of sets, doesnt matter from male of female.Ĭlick on "save animation", browse to the Female/ANM folder and save it as "femalepc_idle.anm" to preview it immediately. Callbacks with same names are just multiplied, so if we save now, there will be 2x Left Footstep and 2x Right Footstep. When you combine two animations, all the callbacks from them are recorded in the new one. They are links to commands for sounds, character rotation and effects that activate when this animation is used. The only thing that needs to be done - under the bones section you can see - 4: "Left Footstep" and 16: "Right Footstep". You will see that most of the bones are not checked, the only ones that are checked are the ones we need:Įverything is almost set for combining. Once it is loaded, in the right "load animation" browse to "femalepc_run.anm" and load it.

We are loading the male animation first, because we want only the hair bones from the female one. You will see the following:Ĭlick on left "load animation", browse to the folder where the "malepc_run.anm" is and click on it. Let's fix the hair on female dual ranged run then. Have you noticed that in AE the girl is running like a dude when dual wield thrown weapons? It is because the girl is using male animation. Let's say you want to attach ponytail animation to the male running animation in the example above. This is where Animation Composer comes to help. That's because in "malepc_run.anm" there is no Bone_Pony corresponding for the hair of the girl (bones are responsible for the mesh's movement). The girl is running, but her ponytail looks frozen and is pointing inside her back. What if you rename "malepc_run.anm" to "femalepc_idle.anm"? Do it, and see what happens. In the title screen you will see the heroine running instead of standing. In "Database/Creatures/PC/Female/Anm" rename "femalepc_idle.anm" to "femalepc_idle-.anm" (just to preserve it) and rename "femalepc_run.anm" to "femalepc_idle.anm". Let's say you want to preview the female running animation.

ARC files for Ragnarok:Īssuming you've made the steps above, give it a try. !z243WZwB!ClnLQwMf-eO_Q7kHPvT7pOhe8WXOEGhHBlS8RoGKtckĪfter you have downloaded the tools, you can extract the game's animation files.

Mesh View (if you want to rename bones or edit the mesh): !33wDVBLA!wlHShXIwUjIzLDjRoodD2BNlPCdb4v2yGSJGxuvSGrkĤ. !u2oHAbzY!P86dw4SrxG31YXxCWShUYimIQAgAJDeogt5VSzUqpfs Art Manager or Arc Encryptor (for repacking the. !OqpiBK6C!tIlvPXNy28ttWWKd4PrlJKuVo-Ie5M5wtvCLIIoNFscģ. ARC Unpack or ARZ Explorer(for extracting the Creatures.arc files): !T7gEWIBB!yYpvMVJiKvmeDbnkGcM-Z39圎xRPYOPTkAiNqT_O3toĢ. TQ Animation Tools (for editing the animations): Here I’ll list the basic steps for combining animations, as far as my knowledge goes.ġ. Not only it’s easy to use, but it's very fun. You want to make new animations without using complicated programs? Tamchi has made the perfect tool for this purpose.
