About Animation Files Dynamic Animation Replacer is required to use user animation. There are folders from 9333101 to 9333110, where the last two digits correspond to the Animation No. from 1 to 10 that can be set.
The Idle animation(pose) file name in normal mode is "idlepray.hkx". The Idle animation(pose) file name in EX mode is "getattention01.hkx". In normal mode, place the hkx file for the first stage of the normal attack of the mod that changes the attack motion currently being used. Examples: MCO = mco_attack1.hkx, skysa = skysa_sword1.hkx, Vanilla = 1hm_attackright.hkx,etc. Bow = bow_release.hkx,etc. Crossbow = crossbow_release.hkx, etc. In EX mode, place the hkx file for the first stage of the power attack for the mod that changes the attack motion currently used. Examples: MCO = mco_powerattack1.hkx, skysa = skysa_powersword1.hkx, Vanilla = 1hm_attackpower.hkx, etc. If the file name is separated by weapon type, such as Vanilla, skysa, etc, the file name must be changed according to the weapon type used.
Version 2.1 ------------------------------------------------------------------------------------------------------------------------------------------------------------------------- From Ver. 2.1, combo of combat animation is supported. Places sequentially numbered animation files in the specified folder. Longer motions are relatively easy to connect, but extremely fast and short attacks are not. However, removing the second and third stages might allow for a more consistent connection. This is because most combat animations have a fast first stage attack, and the time between attacks gets longer with each combo.
Suppose you are using MCO and have a MCO movesets from mco_attack1.hkx to mco_attack10.hkx and you want the first stage to be mco_attack4.hkx. Therefore, delete up to mco_attack3.hkx, rename mco_attack4.hkx to mco_attack1.hkx, and leave the remaining numbers unrenamed. By renaming mco_attack4.hkx to mco_attack1.hkx, the second step correctly connects to mco_attack5.hkx.
Ver. 2.1 changes the way bows and crossbows are customized. Change "Equip item type" to bow or crossbow and do not specify "animation number". If "animation number" is specified, "2hw_attackpowerbwd.hkx" in the specified folder is used. -------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Each animation file can be placed in the same folder, and each type of idol or weapon can be designated with a corresponding number of placed animations. Placing 2 types of idle files and 2 types of combat files in 10 folders will result in 40 types of animations that can be specified. If you also place bow and crossbow files, the number will increase even more.
Even files from another combat motion modification mod will usually work if you rename and place your favorite animations.
There are many wonderful animation files created by many people, so you may be able to do many things.
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Dynamic Animation Replacer is required to use user animation.
There are folders from 9333101 to 9333110, where the last two digits correspond to the Animation No. from 1 to 10 that can be set.
The Idle animation(pose) file name in normal mode is "idlepray.hkx".
The Idle animation(pose) file name in EX mode is "getattention01.hkx".
In normal mode, place the hkx file for the first stage of the normal attack of the mod that changes the attack motion currently being used.
Examples: MCO = mco_attack1.hkx, skysa = skysa_sword1.hkx, Vanilla = 1hm_attackright.hkx,etc.
Bow = bow_release.hkx,etc. Crossbow = crossbow_release.hkx, etc.In EX mode, place the hkx file for the first stage of the power attack for the mod that changes the attack motion currently used.
Examples: MCO = mco_powerattack1.hkx, skysa = skysa_powersword1.hkx, Vanilla = 1hm_attackpower.hkx, etc.
If the file name is separated by weapon type, such as Vanilla, skysa, etc, the file name must be changed according to the weapon type used.
Version 2.1
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------
From Ver. 2.1, combo of combat animation is supported.
Places sequentially numbered animation files in the specified folder.
Longer motions are relatively easy to connect, but extremely fast and short attacks are not.
However, removing the second and third stages might allow for a more consistent connection.
This is because most combat animations have a fast first stage attack, and the time between attacks gets longer with each combo.
Suppose you are using MCO and have a MCO movesets from mco_attack1.hkx to mco_attack10.hkx and you want the first stage to be mco_attack4.hkx.
Therefore, delete up to mco_attack3.hkx, rename mco_attack4.hkx to mco_attack1.hkx, and leave the remaining numbers unrenamed.
By renaming mco_attack4.hkx to mco_attack1.hkx, the second step correctly connects to mco_attack5.hkx.
Ver. 2.1 changes the way bows and crossbows are customized.
Change "Equip item type" to bow or crossbow and do not specify "animation number".
If "animation number" is specified, "2hw_attackpowerbwd.hkx" in the specified folder is used.
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Each animation file can be placed in the same folder, and each type of idol or weapon can be designated with a corresponding number of placed animations.
Placing 2 types of idle files and 2 types of combat files in 10 folders will result in 40 types of animations that can be specified. If you also place bow and crossbow files, the number will increase even more.
Even files from another combat motion modification mod will usually work if you rename and place your favorite animations.
There are many wonderful animation files created by many people, so you may be able to do many things.
I'm a little busy right now and hope to have the next update ready when I have time.