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gamebunny-color

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A member registered Nov 27, 2023

Recent community posts

I can't speak for planned features, but currently the best way to achieve changing expressions is by using the costume slots. Toggles are best reserved for props or other things that don't depend on other toggles or costumes to work. It's best not to think of the "costumes" as literal costumes, but as "states" that your model can be in.  1 should be your neutral state, 2 can be happy, 3 can be having a snack, etc.

IMO, if what you're trying to achieve is having a full range (well, a max of 10) of reactions/states across different outfits, then I think the best thing you can do is have separate files for different outfits instead of trying to cram everything into a single file. Luckily, this program actually makes it really easy to swap sprites in your file and then save it as a different model. As long as your images are sized correctly, it shouldn't be too much of a hassle to do that.

Then again, that whole idea depends on how many of either outfits or expressions you want. I mean, for a decently expressive pngtuber, you probably only "need" about 5 emotions: neutral, happy, sad, angry, and scared. Anything else is just extra fluff, so if you limit yourself to 5 or fewer expressions, then you could have multiple outfits in the same file. 

But if you want anything more than that, then you're probably gonna have to keep multiple files.

This is a little late, but hopefully this reply will still be useful.

I have a similar issue, and I think this is the cause:

The program closes if you move to a scene that doesn't have PNGTuber+ running back to a scene that does. I dunno why it does that, but it's pretty consistent for me and might be the same problem y'all are having.

The only solution I have for it is to have PNGTuber+ running in every single scene. You can hide it behind something or off-screen if you don't actually want it visible in those scenes, but it has to be active (with an open eye icon) to keep it from crashing.

I can't say for sure because I've never had this error, but it's possible that either you or the person who made the model are using an older version of the program.

In versions before 1.2, you also needed the image files in the exact same place as the originals for the program to load it properly. If that's the case, then try this:

First, confirm if both you and that person have the latest version of the program installed (1.3).

If she was the one with the old version, then ask if she can update the program, re-save the model in the new version, then send you the updated file.

If you're the one with the old version, then update and see if the model works in the new version.

If you both had the latest version, then I have no idea. You can try asking if you can have all the files involved with your model (so the folder with the sprites + the .save file), save it exactly where she did in the Pngtuber Plus folder, and seeing if the program can load it then. But, supposedly that shouldn't be necessary in version 1.2 and onwards, so I don't think it'll help if both of you have the latest version.

There's (currently) no way to implement an animation delay "naturally," but you could probably fake it by using sprite sheets.

If you put one set of eyes on a sprite sheet and animate it using the animation features, then they could blink out of sync. I'd recommend trying 50-60 frames of the eyes being open, then 1 frame of the eyes closed, and set the animation speed to around 60 or so. That should get the speed of the blink to be about the same as the pre-programmed blink.

It's kinda convoluted to set up, but this is the best work-around I've found for what you're describing. If you try to do this in just 2 frames (open and closed) and use the animation speed function to make the blink, then your model is either gonna blink too fast, or hold their blink too long. Since you can't tell the program to hold on a single frame, you need those "dummy" frames to kill time between "blinking" and "not blinking." The more you have, the slower the blink will occur. The less, the faster.


[Example of an eye sprite sheet with 38 open eyes + 1 closed eye. In my tests, this amount was still kinda fast for my tastes, so I recommend you use more open eye frames than this, but do whatever works for you.]

Of course, if you do it that way, then the two sets of eyes will almost never blink right after the other since the built-in blink is random and the sprite sheet is on a regular cycle, so it's not really adding a "delay" so much as it is that they're just blinking at different rates. But maybe that'll work for you. 

If you really want to them to always blink one after another, then you can put both sets of eyes on sprite sheets, and just change where you put the "blink frame" in the sequence for one of the sets (maybe 3 or 5 frames ahead or behind the other). Either method is going to have at least one set of eyes that blinks on a cycle, so it's mostly a matter of if you'd prefer them to be coordinated or not.

[Left: Using 2 sets of sprite sheets, Right: 1 sprite sheet (top set) and 1 built-in-blink (bottom set)]

Notice how in the combined method (right), the sprite sheet eyes blink several times before the built-in-blink eyes blink once. Even with more frames to slow the rate of the blink on the sprite sheet eyes, this will probably still be a normal occurrence in practice, but try to experiment and see what works for you.

Hopefully that helps.