First, I identified the file containing all the beast assets in the project. I created a backup of this file and used LibreSprite to separate each beast individually. Then, I broke down each beast into parts based on its type: for terrestrial beasts, I separated the head, body, and legs; and for flying beasts, I separated the head, body, right wing, and left wing.
After organizing the assets, I imported them into the specified folder, Assets/Animations/NewFolder, which I named Beasts_Animations. Inside this folder, I created two subfolders: Beast_Animations, containing the specific animations for each beast, and Beast_Assets_Parts, which stores each beast’s parts organized in individual folders with the naming format “Stage 1 - PackedBase_#,” matching their names in the hierarchy (Hierarchy). Each part was named similarly, for example: S1 - PB1 Body, S1 - PB1 Head, S1 - PB1 Legs.
For the animations, I configured the Y-axis to simulate breathing movement for the beasts and the Z-axis for wing rotations to mimic flapping in the flying beasts. I applied a constant motion to achieve a robotic effect suitable for pixel art style.
Finally, I replaced the original beasts in the project with the new animated versions, ensuring that all animations and assets were in the correct folders.
Closes #95
First, I identified the file containing all the beast assets in the project. I created a backup of this file and used LibreSprite to separate each beast individually. Then, I broke down each beast into parts based on its type: for terrestrial beasts, I separated the head, body, and legs; and for flying beasts, I separated the head, body, right wing, and left wing.
After organizing the assets, I imported them into the specified folder,
Assets/Animations/NewFolder
, which I namedBeasts_Animations
. Inside this folder, I created two subfolders:Beast_Animations
, containing the specific animations for each beast, andBeast_Assets_Parts
, which stores each beast’s parts organized in individual folders with the naming format“Stage 1 - PackedBase_#,”
matching their names in the hierarchy (Hierarchy). Each part was named similarly, for example:S1 - PB1 Body, S1 - PB1 Head, S1 - PB1 Legs.
For the animations, I configured theY-axis
to simulate breathing movement for the beasts and theZ-axis
for wing rotations to mimic flapping in the flying beasts. I applied a constant motion to achieve a robotic effect suitable for pixel art style.Finally, I replaced the original beasts in the project with the new animated versions, ensuring that all animations and assets were in the correct folders.