#Weird Issue With Arm Sprite Offset

128 messages · Page 1 of 1 (latest)

velvet sparrow
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I've been working on a race mod for a while now, and it seems to be coming along quite well. I've gotten along with the spritework just fine, except now I've been running into a weird issue with the alignment of the arm when moving while holding a 2-handed melee. When the character walks while facing the direction where that arm is visible, it very noticeably drops much lower than it should. I've tried messing with the sprite sheet to try and fix this, but it doesn't really help.

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I have screencaps showing the issue but I have no idea how to upload them to threads

hexed sphinx
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same way you post any image

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might need a role first

velvet sparrow
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That's probably it. I've been trying to do them as normal but it hasn't been working. Must be a role thing

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Got it working now!

hexed sphinx
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is the sprite physically offset down in the sprite

velvet sparrow
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Anyway, this is what I'm talking about with the arm acting up during the walk . I've tried messing with the sprite in the sheet but that hasn't changed much

hexed sphinx
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wait did you modify the humanoid file

velvet sparrow
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I've been using the Skittles Advanced Race Template so far

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It had a humanoid file with all the basic body part sprite sheets, yeah

hexed sphinx
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thats not a file

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thats a folder

velvet sparrow
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I meant folder, sorry. Not quite awake yet lol

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All I've done so far is change is the actual graphics, nothing to do with code in the files

hexed sphinx
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do your body sprites line up with the base ones

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cus they use set offsettiung

velvet sparrow
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I have them aligned for the most part. It's a little hard to gauge since the shape is different from the original generic humanoid design

hexed sphinx
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what i do is mark the shoulder pos on each frame

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of humans

velvet sparrow
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Like, with a different color?

hexed sphinx
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like vibrant pink or whatever

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then key them

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paste them onto your race sheet

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should be able to see if they line up

velvet sparrow
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That makes sense

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The thing is that for the most part, the other animations and sprites are aligned just fine, but when it's something like the swinging animations or aiming, it ends up looking off

hexed sphinx
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might be the arm frame itself

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not sure

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can you record it

velvet sparrow
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I've been suspecting it to be something to do with the actual coded offset, but I'm not sure how to unpack the template and find it. I'm pretty new to modding starbound and modding in general

hexed sphinx
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i mean you have to actively change it

velvet sparrow
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I'll definitely send something later. Not sure what to do about changing the frame though

velvet sparrow
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Ok! Got a break in the action, managed to record a video of the animations and showcased the issue a bit.

velvet sparrow
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also found out the crouch is a bit wonky too

hexed sphinx
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Thats your animations not lining up

velvet sparrow
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Like the body sprite is misaligned from the arm?

hexed sphinx
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in the walk and crouch anims

velvet sparrow
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It seems so. I've been messing with the sprites a bit more and it seems alright for the idle state, but walking and crouching still distorts a lot

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Or I'll make the walk anims look better, but then the crouch goes out of wack

velvet sparrow
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It seems like if I can make one part look good, the rest bugs out. Particularly with aiming and crouching. Is there anything I can do to change the position of the actual entity that the sprite is attached to in order to make it fit in place more?

hexed sphinx
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no?

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your entire issue is your sprites

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nothing changes except the things that you change

velvet sparrow
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I'm just confused on why it's all over the place from the idle frame to the crouch, swinging, so on and so forth

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I know it has to do with moving the sprites. I just want to figure out how it's determined for what goes where

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Like if there was some sort of outline?

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Sorry if this is like

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super frustrating

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I don't mean to come off as stubborn or rude or whatever

hexed sphinx
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show me your spritesheet

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if i find the problem

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you owe me a random amount of money

velvet sparrow
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Fair warning, it's probably messy as hell

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I did that outline thing a bit and tried to align the aiming sprite with the shoulder, so it might be moved

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Everything else is moved in an attempt to align with the proportions of the torso

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that's been untouched

hexed sphinx
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i need the body sprites

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not this

velvet sparrow
hexed sphinx
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figured it out

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instantly

velvet sparrow
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What's up?

hexed sphinx
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youve offset it weirdly

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its hard to figure out where tho

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or why

velvet sparrow
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I think you might be right. Must've moved it around weird while I was trying to figure out the misalignment between the arm and the body

hexed sphinx
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layer things while drawing them

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the rotation arm frame is kinda awkward

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but keep in mind the shoulder position

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that is teh rotation center

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the shoulder position of the humans

hexed sphinx
velvet sparrow
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Right

hexed sphinx
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fairly sure you can move it with a .humanoid file

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so you shouldnt be mvoing it with these guys

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rather doing it in the file

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also he rotates from here on his rotation arm frame

velvet sparrow
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ah

hexed sphinx
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basically since its a diff humanoid shape you gotta account for ALOT more

velvet sparrow
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That

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makes a lot of sense

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I tried looking for something regarding rotation center earlier

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I think I might've called it offset or something. Sorry

hexed sphinx
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its the shoulder position for humans

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you can offset it later

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just get it right to start with

velvet sparrow
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Right

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That actually makes a lot more sense

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I'll definitely stick to layering a lot closer

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feeling kinda silly now realizing how obvious that should've been

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working on it right now but I do have to ask

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where is the .humanoid file usually stored? This is coming off a template rather than the unpacked assets, so things are a little different

hexed sphinx
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there is no .humanoid fiel

velvet sparrow
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Oh!

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Guessing it has to be created, then?

hexed sphinx
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no

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/species/type/prefix-yourracoid.config

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this shit is inside

velvet sparrow
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Ohh you mean the .config

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This particular template didn't include a .config, or a visible one anyway

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which is probably part of the problem

hexed sphinx
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no cus its not usually needed

velvet sparrow
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I see

hexed sphinx
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since no one touches atypical humanoids

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they are impossible most the time

velvet sparrow
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That seems so

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but there is a .config, with offsets and values and everything

hexed sphinx
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?

velvet sparrow
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I guess my point is like

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the whole creating one thing

hexed sphinx
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the offsets are only effective for small offsets

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atypical humanoids change it, and teh config doesnt support that

velvet sparrow
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Sounds like there's no straightforward way around it without some crazy custom work

hexed sphinx
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no usually there is no way around it

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its a wall most modders hit making this stuff

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gl tho

velvet sparrow
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I do appreciate your help

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and your patience

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I think I'll try to make something a little less ambitious and experiment a bit before going any further

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In the meantime I guess this issue is resolved?