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jrconway3 avatar jrconway3 commented on July 19, 2024 1

I'm going to finally continue working on these clothing assets tonight. Its been a while since I had time to do so. I'll probably spend the next two hours or so working on other asset mapping and then stream doing clothing updates.

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jrconway3 avatar jrconway3 commented on July 19, 2024 1

Made a good amount of progress on shirts now:
https://www.youtube.com/watch?v=qdbMXeUJ6OU

I created "sleeveless" versions of Eliza's base female shirt and mapped the alternate base shirt designs to all frames. I also have the short sleeves on a separate layer so I can easily paste the missing short sleeves over all animations to very quickly have 4 different T-Shirt variants that have all animations present. I just need to finish creating the Buttoned and V-Neck shirt positions for the third and fourth "south" shoot animation, and once I have those I can paste them to all frames, then cut out the arms and simply paste the sleeves over them.

Eliza's shirts are similar but slightly different to the base shirts here already, as I mentioned above. There's a basic simple shirt, along with buttoned, v-neck, and scoop, both in T-Shirt and Longsleeve variants. The sleeveless ones I intend on creating a separate asset for as well, but I do need to still clean them up slightly to make them look good enough.

I'm hoping the Teen variant won't be too hard to do, either... The sleeveless cutouts should almost work as is, but I may need to cut out a tad bit more due to the sleeveless female shirts going around the breasts whereas the "teen" / "male" shirts obviously do not in that case. Hopefully the cutouts will do well to cut out the sleeves on the teen variant but I may have to do a bit more tweaking to it.

I'll resume this again tomorrow night most likely.

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jrconway3 avatar jrconway3 commented on July 19, 2024

So I do have an update here now. I'm trying to work on mapping out these assets to the ULPC and I've covered all the clothing assets. Between "Male" and "Female" (which is equivalent to "Teen" and "Female" here), the only assets that are truly different are the torso assets, and I already have all "Teen" clothing assets mapped. Any "leg" or "feet" pieces I'll just make one universal set between female and teen.

There's four main torso assets:
1 - T-Shirt (this appears to match "Shortsleeve Shirt")
2 - Longsleeve Shirt (this appears to match ULPC's "Longsleeve Shirt")
3 - Cardigan (I don't see this, but its similar to Longsleeve Shirt)
4 - Polo (very similar to Longsleeve Shirt)

T-Shirt and Longsleeve Shirt are further divided into four types each:

  • Normal
  • V-Neck
  • Scoop
  • Buttoned

On ULPC, I do see Scoop Longsleeve Shirt, but that's the only variation I see.

Because the Longsleeve Shirt already exists on ULPC, it shouldn't be hard to grab the sleeves from these assets for the frames that are missing on Eliza's and merge them together. Eliza's assets don't have Cast (which is very easy for Leg assets because the legs don't move), Shoot, Thrust, and Down.

I'm really not worried about Hair at all, though. IIRC the hairstyles are already on ULPC anyway, and the only notable differences are that the Jump and Run hairstyles are animated... and that's about it. So these should be fairly easy to include.

I have noticed that the sixth "Jump" frame (the landing one, which is identical to the second Jump frame) has some slightly different animations for some assets. Personally speaking I didn't think the difference was noticeable enough to worry about it, but I could include the sixth Jump frame as well potentially just so the landing frame can have a slightly different animation but I don't think its a huge concern.

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jrconway3 avatar jrconway3 commented on July 19, 2024

I put aside the clothing for now and switched over to hairstyles. I'll open a PR soon containing all hairstyles mapped over.

I think I may have made a small mistake, but it probably won't be a big deal? I mapped all these hairstyles only using female because I thought that it should be fine to only use one. However, I forgot that the reason why there's male and female separate is because some hairstyles try and put hair going "behind" the body but without any sort of layering. I have been using layering more often which is why I haven't had this problem myself.

I'll open this PR for now, but if it becomes a problem we may want to make this just for female/teen/pregnant and add separate male assets back.

For most of these hairstyles I combined the original hairstyle with Eliza's and recolored Eliza's to our palettes. However, there were a few hairstyles that did not exist on ULPC, so these will be new. They're similar to existing ones but still pretty unique; Curly (not the same as the current Curly Short/Long) as well as "Parted". Despite being called "Parted", its a totally different hairstyle, so I labeled it "Parted 2". (The original Parted is in CC-BY-SA, while Eliza only uses OGA-BY assets.)

Some of these hairstyles were redrawn and shrunk down to fit into the Revised smaller heads. In those cases I just dropped using Eliza's mapping all-together and simply remapped the existing assets on ULPC to all frames. Thankfully these particular ones were only short hairstyles mapped straight to the head (which is why they were resized) and as such there was no animations on these hairstyles, so I didn't have to worry about that particular issue at all.

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jrconway3 avatar jrconway3 commented on July 19, 2024

All right, all hairstyles have been merged. Here's what's still missing:

  • Facial Hair (I think this should be pretty easy, I can basically do this whenever)
  • Eyebrows (pretty sure we don't have any eyebrows at all, so this would be a great addition)
  • Head Accessories (Glasses, Eyepatch)
  • Helmets (these might not work as they're probably mapped to the Revised smaller heads, but I'll check anyway)
  • Clothing (I think I'll work on finishing clothing next tbh; I just need to make some standardized "base model" assets and then finish all the remaining arms)
  • Bowtie is already done, I just haven't included it yet. I kinda wanted to do the original ULPC bowtie as well because its slightly larger, and add recolors to that one as well.

So once these things are out of the way, we'll have all of Eliza's assets merged properly and this task can be closed.

Again, I really wanted to focus on migrating Eliza's assets over because she's got the extra animations like run which most other assets don't have. So it greatly cuts back on the time to add something for these additional animations.

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jrconway3 avatar jrconway3 commented on July 19, 2024

I already mapped the Eyebrows, that was pretty easy to do. I'll work on Facial Hair later, Glasses, and the Eyepatch a bit later. I'll probably open a PR for all these "easy assets" on their own before going in and finishing the clothing.

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jrconway3 avatar jrconway3 commented on July 19, 2024

Facial Hair is still missing, I'll do that next. I'll map both the LPC Revised facial hair as well as remapping all the existing ULPC facial hair.

Clothing will still take some time unfortunately. I am working on creating mapped "sleeveless" shirts for all original base animations and am creating the sleeves on an overlay, at which point I can then apply the sleeves to all shirts of one type at once, because the sleeves are basically identical between assets. I have most of the t-shirt sleeves done so far except "shoot", but then I need to still do longsleeve as well.

I'll also compare the helms and see where they line up. I think these might be the same helms already here, but they're still missing (obviously) from the newly added animations. And its also possible the helms are the wrong size due to LPC Revised small head sizes.

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jrconway3 avatar jrconway3 commented on July 19, 2024

So latest PR added facial hair, still need to finish clothes. But I also forgot about helmet assets:
https://github.com/ElizaWy/LPC/tree/main/Characters/Head%20Accessories

And there's a sword and shield, too:
https://github.com/ElizaWy/LPC/tree/main/Characters/Props

That said, I think the helmets might already be here, anyway... Still, this would add the remaining animations. I'll check it later.

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fnaith avatar fnaith commented on July 19, 2024

At this point, I am finally aware of how much works need to be done.
Are there some simple repetitive works can be done by custom python script? (like replace a clip of image by others )

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jrconway3 avatar jrconway3 commented on July 19, 2024

Bluecarrot16's lpctools:
https://github.com/bluecarrot16/lpctools

I already use it for handling recolors, however, the problem right now is that I can't get rearrange to work properly. Rearrange is intended to work in such a way that you can position certain assets to all frames and it automatically cuts out the arms for certain assets. However, I tried this with my ear assets and it turned out badly. However, thinking it over, its POSSIBLE that lpctools were configured to map settings for the old v2 body models rather than v3. If that's the case, its not impossible that I simply need to adjust the positioning, but I don't know how to do that yet.

However, if I look into it soon, that might actually help out and make it way easier to map out "easy" assets to all frames. That still won't solve the more complicated assets, though, like clothing, and frankly, there's no real easy way to do clothing. Perhaps I could have it map set clothing assets to all frames and have it cut out the arms, and that might help a lot but it'll still require adjusting clothing assets on a frame-by-frame basis.

That being said, even here it might save a lot of time if I could get rearrange to work. So perhaps I'll look into modifying lpctools soon for rearrange.

Still, other things will always be more difficult. Run and jump animations for assets like hair won't look good simply mapped to all frames and probably need animations. Sleeves on clothing absolutely must be mapped to every frame to fit the arms properly. (Sleeveless clothes aren't NEARLY as hard, as we simply need to map to each body type; at that point mapping to all frames with a few slight body variation positions, then cutting out the arm positions, will probably be fine).

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fnaith avatar fnaith commented on July 19, 2024

Judge by the layout, I guess the lpctools may not support v3 very well.

For rearranging assets, I think the proper method is assign the positioning manually and let tools to do the work.

But I don't have much knowledge, so it requires some one to describe the detailed mapping method (per asset type).
And if I failed to build such tool, it would be a waste of time.

🤔 🤔 🤔

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jrconway3 avatar jrconway3 commented on July 19, 2024

Teen/"Thin Male" and Female shirts are now up, both Sleeveless (listed as Sleeveless 2) and T-Shirt. These are in the subdirectory organization I made before where Shortsleeve, Sleeveless, etc, are under separate directories under shirts. Longsleeve coming soon but I need to create sleeves on all frames here first.

I won't do Pregnant/Male just yet but these shouldn't be too bad. For the male assets the shirts just need to be expanded width-wise over many frames but I also need to redraw the sleeves which is probably the biggest issue. However, made "twisted body" frames are identical which makes this a lot easier.

Pregnant I still need to finish adding the belly to combat poses. Then I need to figure out how existing assets map over to this. This one is probably much harder so I'm more hesitant to do it, but I think once I have a mapping layer over the belly I can then do this for other assets as well such as my kimonos, too. The main difference would be how the shading looks and if I need to add anything extra to make it mesh well with the original asset.

My intent is to clear out Eliza's list of assets first. However because the "easy" assets are relatively easy, I'm also gradually working on head assets which just need to be positioned over the head in various places as well as adding more assets to child frames. The biggest issues are assets which probably should be animated such as longer hairstyles which I'm more hesitant to just jump in and do.

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jrconway3 avatar jrconway3 commented on July 19, 2024

Started working on helmets today. I basically got all of them, however, the "mail hood" looks way different so I kinda want to map that one as well, but I'd have to redesign it for the larger heads. The basic mail hood also looks off without any animation on the new combat slashes, but I'm not worrying about that right now.

Also for the most part, as I thought, these helmets are smaller than our current heads, but all the helmets already exist on ULPC (except, again, the mail hood which looks a lot different) so I'm just mapping these ones to all frames rather than using the versions from Eliza's repo. I'll probably map all helmets to all frames rather than just the ones Eliza has. Where possible I'll add recolors, but if there's too many shades I won't do recolors (yet). The mail is notable--its got a ton of shades and I have no idea how to properly handle recolors there yet.

The shields look incredibly obnoxious to deal with, there's many varieties of symbol overlays on them so I'm not sure how to deal with them yet. That said, all these sword and shield animations are oversized, so I'll just grab the base oversize animations and simply adjust the slash/backslash to be the same layout as the current one rather than map them to the full layout.

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jrconway3 avatar jrconway3 commented on July 19, 2024

Ah, apparently the Heater Shield already exists here. So I just need to add the new frames to it. That's cool, that makes things a lot easier.

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jrconway3 avatar jrconway3 commented on July 19, 2024

Not so cool because once I place this on all frames I need recolors for all variants of patterns. That I feel like I'll wait on... that looks obnoxious lol. I'll just finish the helmets for now and worry about the sword/shield until later.

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