JaidynReiman
JaidynReiman
Not sure what you're asking here? I did add some documentation for adding specific animations, but if you wish to include new documentation that works as well. Another one we've...
The idea I have when expanding is just to expand the sheet further down, or potentially add in additional frames to the right side (I really want to avoid this,...
Thanks for pointing this out. I'll probably get to it eventually. Tbh, I think I'd like to map the gloves to all frames rather than just fix that one missing...
I waited long enough for this. I'll include this in the next batch of updates, I just wanted to finish #141 first. It shouldn't be too hard to redraw the...
Yeah this shouldn't be too bad. Looks like there's only one type of gloves. IIRC, Muscular has an extra pixel depth so theoretically, it might be desirable to give them...
This should be done soon. However, I don't like the dark border between the gloves and the rest of the arm. I'm not going to remove it, I'm keeping this...
Documentation is up to Sanderfrenken. The animations key: ``` "animations": [ "spellcast", "thrust", "walk", "slash", "shoot", "hurt", "watering", "idle", "jump", "run", "sit", "emote", "climb", "combat", "1h_slash", "1h_backslash", "1h_halfslash" ] ```...
The first thing I noticed was that the layout was different, adding sit and idle to the right of cast and climb to the right of "down". I considered a...
So looking it over, there's a description of the assets here in the main README file: ``` A category can exist of n-layers. For each layer, define the z-position the...
So this is what I am planning to include in my next PR: > You can optionally also specify the available animations the asset supports. You do not have to...