Comments (1)
On that note, it makes more sense why the hands would be standardized between certain animations. If we need to do head cutouts, the arms need to be the same sizes. So the combat animations probably do work better having similar bodies and identical arms between the "thin" and "thick" male bodies. That said, this is only necessary if head cutouts are necessary.
I think I'll drop a "cutout" sheet in the next PR that includes all the cutouts. It will also include south facing jump and south facing combat, but of course the original "shoot" animation cutouts, too. Basically without LPC tools working properly (and not including the newly added animations), this will be an alternate method to easily do cutouts; just select all black on this sheet, switch to the frame you wish to perform the cutout on and delete.
from universal-lpc-spritesheet-character-generator.
Related Issues (20)
- UI update with a mobile responsive approach HOT 3
- "Long Messy 2" Missing First Two Down Animations
- "Muscular" Body Type Missing Shoot Animations HOT 1
- "Child" Body Type Missing Cast, Thrust, Shoot Animations HOT 1
- Add "Teen" Short Sleeve Shirt by Nyom
- "Male" (fixed) & "Muscular" Body Type Missing "Climb" Animations HOT 4
- "Child" Body Type Missing Climb & Run Animations HOT 1
- Fill Missing Animations From JaidynReiman's Assets HOT 9
- Convert ElizaWy's Idle/Sit/Jump/Climb Assets Over HOT 16
- Fix Missing OGA-BY Licenses HOT 2
- Item preview image issues HOT 8
- Map All Inhuman Heads to All Frames HOT 5
- Someone has stolen your product-He refers to it as the Chinese-made version HOT 5
- Issues with weapon preview images HOT 1
- Basic Beards Have Incorrect Source HOT 2
- Some of Pennomi's Assets Missing HOT 1
- Found some missing sheet folders, can I manually fix it ? HOT 20
- All animations after die stay nude HOT 17
- Maybe a typo : Monacle
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from universal-lpc-spritesheet-character-generator.