Ghouly89 said:
(...)Now, there's one thing that concerns me here: you were mentioning earlier that her... well that she's "more deveolped" in that area, and I don't exactly know how to change that.
Don't change it. I checked the VRED animations and it's not really a lot of them, the critter has only the basic; A, B, C and R sets. The only 'pain in the ass to waste' animation set there is the B set (the death animations), so my advice to you and
banjo_oz is to re-make the other 2 (the R set -lying dead- is just one frame which is the exact same as the last one from the B set) aforementioned sets the critter has using the HF (hero female) body along with the rest of the missing weapon sets, this way you'll avoid some ugly discrepancies between animation sets and still make use of some of the already made animations.
.Pixote. said:
(...)currently I can do a 10 x 6 frame critter (60 frames) from scratch to finished FRM in about 1.5 hours(...)
That's a
lot of time for a 60 frames animation (depending of the complexity of the resulting critter, of course, but i'm considering your boxer here), but, as you say, it allows you to keep selection information saved for later. What i don't get is all the actions for importing, selecting and exporting that, from what i can see and understand, you seem to be using, i mean, for checking the 'consistency' of the edit between frames you can use frame animator... how about automated actions that imports the frames as they are, selects the critter excluding the background, layers it by copying, (duplicating it into whatever amount of layers needed), makes the background invisible, works the specific edit on the layer(s), makes the background visible and merges all the layers in the end, and finally exports them?, this way, you avoid all the re-naming actions and most importantly, avoid altering the size of the images and therefore the later frame offset adjusting work on frame animator. But... maybe i just don't quite grasp yet the full extent of your method (which is why i look forward to your detailed tutorial), but from what i understand it seems that your current method would work best when working with multiple critters at the same time, whereas for one resulting edited critter it seems way more time-consuming. Since the guy(s) making the redhead pc need to first have a 'template' (a redhead with all possible animations), perhaps it would be best for them to do it with simpler ways and then, when they have it, apply your method to make the rest of the armors from it?