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Re: Coming Soon!!! AniFactory
Posted: November 22nd, 2025, 12:52 pm
by dwg
JC,
Sorry, but I have been thinking and have another suggestion.
Looking at some of the non-pro Anis they all seem to be normal build with different hat/hair styles.
I looked at you Robert Macintyre ani, that is the sort of build I was thinking of. I was thinking with the non-pro anis for each have a solid build version.
So users basically have a choice of two body styles for each hat/hair type. This should give most users the basic golfer look they may want.
Des
Re: Coming Soon!!! AniFactory
Posted: November 23rd, 2025, 3:47 am
by dko
I hadn't checked the forum for a week or so and just saw the latest of the jc/dwg dialog. I am no IT wizard but after a few tries I got the animaster to work for me (my philosophy is ready/fire/aim). I created one with lots of different individual shirts, pants, hats, etc. and every time I play a round try to match them up into a new outfit. The only problem I have is that I forgot to label the shoes custom section and it appears as "Custom Part 5" and apparently once the ani has been created it can't be revised (or if it can I haven't discovered it).
So, JC, you have at least one more user, and I imagine I will create some more anis down the road.
Re: Coming Soon!!! AniFactory
Posted: November 23rd, 2025, 4:14 am
by dwg
JC, I think I am seeing the issue you describe with the golfer not holding the club with the Justin Rose Ani.
It is a bit offputting, personally I think I would stick to use shorter golfers in Links, probably the default height.
I have tried having multiple selections in a Ani, no problem there, do it once and you understand it.
dko, I think you will probably need to rebuild the Ani. From my reading I think you would need a different range of tools to "edit" an existing Ani. I believe you would have to extract the script.txt file, edit it, then replace it in the Ani, not a capability that AniFactory provides, perhaps JC's Golfer utility would do it. The Ani really is a container file that contains a couple of hundred or so individual files.
AniFactory is taking your selections adding permanent files, creating the script file then packaging them in the .l3 container file.
Thanks for posting, good to see some interest in the utility.
Re: Coming Soon!!! AniFactory
Posted: November 23rd, 2025, 4:39 am
by dko
Sorry! ANIFACTORY!!!!
Re: Coming Soon!!! AniFactory
Posted: November 23rd, 2025, 5:14 am
by dko
Thank you dwg. I'll just live with my mistake (and be more careful next time.) Recreating my first ani would be impossible given the randomness and quantity of my choices, and it was always my intent to go back and do more anyway.
I played around with the Golfer Utility some years ago and created an ani with it, but with the passage of time, brain cell atrophy and lack of patience, I gave up trying it again. For that reason, JC's Anifactory and its ease of use make it a very welcome addition to Links capabilities. His initial video was what got me over the hump.
Re: Coming Soon!!! AniFactory
Posted: November 23rd, 2025, 5:34 am
by dwg
I felt the videos provide the ideal introduction and the PDF some good reference information.
Re: Coming Soon!!! AniFactory
Posted: November 24th, 2025, 12:04 am
by Big Sexy JC
Wow. I've missed some stuff. I can work on a "thicker" model with no hat. Those are super small files so I'd probably just upload it here and have you copy it to the models folder in the app. The taller anis do look a little different in the game with the clubs and one day I'll figure a solution out to that, but until I do I'd rather have dudes with different heights and body types than have a bunch of 5' 10" 180lb dudes.
Good to see Doug has jumped in with AniFactory. It's really pretty easy to use and like I keep saying, it knocks an ani out in a couple minutes so if you don't like it just delete it and do a different one.
Re: Coming Soon!!! AniFactory
Posted: November 24th, 2025, 12:36 am
by dwg
It is just that I found the club/hand disjoint too distracting. Different stokes for different folks.
For me it is the more solid, bucket hat model I am interested in, that is the base hat style I am interested in.
More than happy to just download files here and there and update locally while things are worked through.
I'm going to create a model again. I did one yesterday with a selection of faces - to see which I prefer, but in Links I got these strange striped textures on the arms and face in personality but in the game only one face showed. I suspect in my stuffing around I did something wrong, I was adding and removing all over the place.
I noted some things with the hands as I have been looking around:
With Buckethead created animation:
• With putter in hand not intended to have glove on? I see what looks like white patches though.
• Some arm skin tones look a little too light in comparison with face
• I’m left handed so the glove is on the right hand and:
◦ I am seeing remnants of a glove on the left hand, patches of white.
I was testing Anis as I was testing a course, a two in one deal :)
Des
P.s. I did create a new model it worked fine, took it to Linux and it worked fine there too, clearly something went astray in what I was doing yesterday, hmm I did have a face in the base textures, removed it then added a face section, possibly I stuffed that up. I did notice at one stage a couple of things were bolded, do not remember exactly what though, perhaps significant?
Re: Coming Soon!!! AniFactory
Posted: November 24th, 2025, 12:47 am
by dwg
I can see one way around the problem dko had with making a mistake. I think it would take AniFactory being able to save a file with the user selections in it, then being able to import it later and make changes, so if you like a golfer specification file, a CSV type file would probably do it.
At the moment what I am doing is keeping AniFactory open while I move an animation to Links and have a look at it, no good though If I want to come back later and add something, so have just being using a document file with notes of what textures are in use.
Re: Coming Soon!!! AniFactory
Posted: November 24th, 2025, 7:05 am
by Big Sexy JC
dwg wrote: ↑November 24th, 2025, 12:47 am
I can see one way around the problem dko had with making a mistake. I think it would take AniFactory being able to save a file with the user selections in it, then being able to import it later and make changes, so if you like a golfer specification file, a CSV type file would probably do it.
At the moment what I am doing is keeping AniFactory open while I move an animation to Links and have a look at it, no good though If I want to come back later and add something, so have just being using a document file with notes of what textures are in use.
Now that is a great idea. Let me try to get that added. I'm trying to get my golf app released on Steam and get the replay manager finished so I'm juggling a few projects right now so bear with me.