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Add new animation via UOFiddler, possible?

Posted: Thu Aug 18, 2011 9:45 pm
by sadus
I want to add new animation to muls, its possible to make via UOFiddler? How?
I have *.uop and *.vd files :deadhorse:

Re: Add new animation via UOFiddler, possible?

Posted: Fri Aug 19, 2011 9:35 am
by Turley
Sure in animation tab you can access animation edit. There you can add/replace/modify

Re: Add new animation via UOFiddler, possible?

Posted: Sat Aug 20, 2011 12:43 pm
by sadus
If i added new animation of item, for example new shield
how i can make it work, how to connect anim with gump and art?

Re: Add new animation via UOFiddler, possible?

Posted: Sat Aug 20, 2011 5:59 pm
by m309
Sadus, you'll need to make use of the bodyconv.def if you ad any animations into any file other than anim.mul. This file tells anim.mul which additional anim file, and location within that file, to use for that slots animation. If you open bodyconv.def it sort of explains how its set up at the top. In order to get the correct animation for your gump you'll either want the gump and anim.mul number to match (481 in anim.mul and 50481 in Gumps for instance), or make use of body.def to tell your gump file which animation to use, that file also explains itself at the top when you open it.

Re: Add new animation via UOFiddler, possible?

Posted: Wed Aug 24, 2011 5:42 am
by sadus
How to add char anim?
Added from .vd but it not showing in animation tab after reloading UOFiddler, i just can see it only in animation edit tab
let me know how i can make it work? :deadhorse:

Re: Add new animation via UOFiddler, possible?

Posted: Wed Aug 24, 2011 3:52 pm
by m309
You'll need to go to the bottom of the page within the Anim tab and click "Settings", then "Try to find New Graphics" then Add it to the list. If you want it to remain there you'll need to edit the column to the left in Anim and then rewrite the Animationlist.xml.