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mio

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mio25683

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About this mod

简单的fs高清服装模板,含有饰品,发型,上衣,下装的2倍和4倍缩放比例模板。初步解决骑马和坐下时衣物的位移问题。

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简单的FS高清服装模板
包含饰品、发型、上衣、下装2倍和4倍缩放比例模板
提供了初步解决骑马和坐下时衣物位移问题的方法。

代码更新
分为两种动画模式:
  • Uniform Animation(统一动画)
  • Idle + Movement Animation(角色空闲动画 + 角色运动动画)
    • 后者适用于想在角色静止和运动时添加不同动画效果的情况。

当前代码结构
  • 贴图排列为三帧(0-2)
  • 骑马帧和坐下帧其他所有状态分离:
    • 这样在绘制服装时,可以根据角色姿势不同进行修改
    • 如果骑马和坐下使用其他状态的贴图,则全部使用第0帧即可。

骑马和坐下位移的解决方案使用Offset位移抵消 + Conditions条件来调整位移。
  • Conditions 条件确保 Offset 仅在骑马或坐下时生效。
  • 具体写法如下:
    • 骑马状态        "Conditions": [
                {
                  "Name": "RidingHorse",
                  "Value": true
                }
              ]
      设定 骑马 = true
    • 坐下状态        "Conditions": [
                {
                  "Name": "IsSitting",
                  "Value": true
                   },
                   {
                       "Name": "RidingHorse",
                       "Value": false
                   }
              ]
      设定 坐下 = true骑马 = false
    • 其他状态        "Conditions": [
                   {
                       "Name": "RidingHorse",
                       "Value": false
                   },
                   {
                       "Name": "IsSitting",
                       "Value": false
                   }
              ]
      设定 骑马 = false坐下 = false
  • Uniform Animation 统一动画模式下,按照上述逻辑编写代码。
  • Idle + Movement Animation 模式下,由于坐下属于 Idle Animation(角色空闲动画),在 Movement Animation(角色运动动画) 中无需额外规定。
  • 否则,由于FS动画是顺序播放,可能会导致骑马状态下出现偶尔正确、偶尔偏移的情况

    如何添加动画想要新增动画,可以在原代码基础上按照相同逻辑进行添加。
    • 示例:创建高清眼睛的眨眼动画
      • 若使用 Uniform Animation 统一动画,可先不考虑骑马和坐下,绘制好所需帧数和代码。
      • 然后复制代码两次,分别作为骑马和坐下的情况,并调整其Conditions到对应状态。

    随意修改和使用,有bug请反馈,或在小红书(XHS) 联系我:ID 小红薯6075612B

    *Machine translation
    A simple FS HD clothing template, including accessories, hairstyles, tops, and bottoms, with 2x and 4x scaling templates. It provides an initial solution for clothing displacement issues when riding a horse or sitting.

    Code Updates
    The system is divided into two animation modes:
    • Uniform Animation: A unified animation mode.
    • Idle + Movement Animation: A combination of idle animation and movement animation.
      • The latter is suitable for cases where different animations need to be applied when the character is stationary versus moving.

    Current Code Structure
    • The texture is arranged into three frames (0–2).
    • The horse-riding and sitting frames are separated from all other states.
      • This allows modifications based on different character postures.
      • If riding and sitting use the same texture as other states, only frame 0 is needed.

    Solution for Horse-Riding & Sitting Displacement
    • Offset Compensation & Conditions are used to adjust displacement.
      • The Conditions ensure that the Offset is only applied when the character is riding or sitting.
    • The implementation follows this logic:
      • Horse-riding state:         "Conditions": [
                  {
                    "Name": "RidingHorse",
                    "Value": true
                  }
                ]
        set RidingHorse = true.
      • Sitting state:         "Conditions": [
                  {
                    "Name": "IsSitting",
                    "Value": true
                     },
                     {
                         "Name": "RidingHorse",
                         "Value": false
                     }
                ]
        set sitting = true and RidingHorse = false.
      • Other states:         "Conditions": [
                     {
                         "Name": "RidingHorse",
                         "Value": false
                     },
                     {
                         "Name": "IsSitting",
                         "Value": false
                     }
                ]
        set RidingHorse= false and sitting = false.
  • In uniform animation mode, the above logic applies directly.
  • In idle + movement animation mode, since sitting belongs to idle animation, it does not need to be specified in movement animation.
  • Otherwise, due to FS animations playing sequentially, the horse-riding state may alternate between correct and misaligned frames.

    Adding AnimationsTo add animations, follow this logic based on the existing code:
    • Example: Creating a blinking animation for HD eyes.
      • If using uniform animation, first draw the required frames without considering horse-riding or sitting.
      • Then duplicate the entire code twice, setting the Conditions accordingly for horse-riding and sitting states.

    Feel free to modify and use it.