Skip to content

Instantly share code, notes, and snippets.

@Meowmaritus
Last active December 28, 2020 00:58
Show Gist options
  • Save Meowmaritus/daed2d0c433770839822e0bed2d54d1c to your computer and use it in GitHub Desktop.
Save Meowmaritus/daed2d0c433770839822e0bed2d54d1c to your computer and use it in GitHub Desktop.

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.
  • NOW SUPPORTS DARK SOULS 1: PTDE AND DARK SOULS 1: REMASTERED .REMOBND (CUTSCENE) FILES.
    • 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.
    • New "CUTSCENE SETTINGS" submenu in menu bar when a cutscene is loaded.
      • 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).

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.
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment