In order to change the animations you have to change the player sprite sheet, but you'd have to change every single one for each race. I've tried manipulating starbound's player before, but the player itself is hard coded.
alternatively you can change the run frame cycle in the humanoid file requiring only a couple of lines of patching, but you would be limited to existing frames.
Shouldn't i create another movement style, this looks like i'm replacing the running animation, i wanna create a different animation for backwards running (walking too). I've found the .frames file where it says which cell in the sprite sheet stands for what movement frame and where i can edit how big is one cell + how much cells there are
I can see the frames "run.1", "run.2" etc I wanna see "brun.1", "brun.2" etc (backwards run) in that code too so they have different animations. Where does it say what is run.1 or run.2? I wanna create brun.1 and brun.2 if it's possible { "frameGrid" : { "size" : [43, 43], "dimensions" : [9, 6], "names" : [ [ null, "idle.1", "idle.2", "idle.3", "idle.4", "idle.5", "sit.1", null, "duck.1" ], [ null, "walk.1", "walk.2", "walk.3", "walk.4", "walk.5", "walk.6", "walk.7", "walk.8" ], [ null, "run.1", "run.2", "run.3", "run.4", "run.5", "run.6", "run.7", "run.8" ], [ null, "jump.1", "jump.2", "jump.3", "jump.4", "fall.1", "fall.2", "fall.3", "fall.4" ], [ null, "climb.1", "climb.2", "climb.3", "climb.4", "climb.5", "climb.6", "climb.7", "climb.8" ], [ null, "swimIdle.1", null, null, "swim.1", "swim.2", "swim.3", "swim.4" ] ] }, "aliases" : { "swimIdle.2" : "swimIdle.1", "swim.5" : "swimIdle.1", "swim.6" : "swimIdle.1", "swim.7" : "swimIdle.1", "lay.1" : "run.8" } }
to make the brun (and assumingly bwalk) animation sets, you will need to expand the animation set by 2 tiles down or some total of 16+ tiles. the animation png would hav 2 more rows, using my first example, and the frames file would look somewhat like this (bold italics is new): { "frameGrid" : { "size" : [43, 43], "dimensions" : [9, 8], "names" : [ [ null, "idle.1", "idle.2", "idle.3", "idle.4", "idle.5", "sit.1", null, "duck.1" ], [ null, "walk.1", "walk.2", "walk.3", "walk.4", "walk.5", "walk.6", "walk.7", "walk.8" ], [ null, "bwalk.1", "bwalk.2", "bwalk.3", "bwalk.4", "bwalk.5", "bwalk.6", "bwalk.7", "bwalk.8" ], [ null, "run.1", "run.2", "run.3", "run.4", "run.5", "run.6", "run.7", "run.8" ], [ null, "brun.1", "brun.2", "brun.3", "brun.4", "brun.5", "brun.6", "brun.7", "brun.8" ], [ null, "jump.1", "jump.2", "jump.3", "jump.4", "fall.1", "fall.2", "fall.3", "fall.4" ], [ null, "climb.1", "climb.2", "climb.3", "climb.4", "climb.5", "climb.6", "climb.7", "climb.8" ], [ null, "swimIdle.1", null, null, "swim.1", "swim.2", "swim.3", "swim.4" ] ] }, "aliases" : { "swimIdle.2" : "swimIdle.1", "swim.5" : "swimIdle.1", "swim.6" : "swimIdle.1", "swim.7" : "swimIdle.1", "lay.1" : "run.8" } } notice that the new frames have to line up with their png in relation to the respective old ones
No, i know what the .frames file is and what to do with it. Look, the game does not know what is "brun.1" or "brun.2". Where do i teach the game what is "brun.1" and "brun.2". Is that in the Scripts folder?