About this project
DS Anim Studio is a Windows desktop tool for editing the TimeAct Editor (TAE) files used by several FromSoftware games. These files define what happens on specific frames of an animation, including invulnerability frames, parry windows, SpEffect application, animation cancelling, death/respawn flags, visual effects (SFX/FFX), sound effects, attack and projectile behaviors, motion blur, character opacity, aim tracking, RumbleCam playback, additional animation layers and render masks.
The editor presents events as boxes on a physical graph and snaps to 30-fps increments like the vanilla files. Users can add events by right-clicking when a template is loaded, delete highlighted events with the Delete key, and edit event parameters in a side pane. It supports full undo/redo (Ctrl+Z/Ctrl+Y) and copy/paste, including paste-at-cursor (Ctrl+V) and paste-in-place (Ctrl+Shift+V) for copying between animations. It edits .anibnd and .anibnd.dcx files directly, so BND rebuilders are not required.
Game support listed in the README: Dark Souls: Prepare to Die Edition, Dark Souls Remastered, Dark Souls III, Bloodborne, Sekiro: Shadows Die Twice and Elden Ring have edit support and animation viewer support, with many events mapped. Dark Souls II and Scholar of the First Sin are listed as not supported. For DS1R, Sekiro and Elden Ring, an animation downgrade process is no longer needed.
Workflow: open a loose .anibnd/.anibnd.dcx or open from packed game archives, supply game executable and optional ModEngine folder information, choose a project directory for the unpacked ANIBND, select an animation ID, edit events, optionally use the model/animation viewer, then save with Ctrl+S. The game must be configured to load the edited loose ANIBND file.
End-user requirements are 64-bit Windows 7 SP1/8.1/10/11, the .NET Desktop Runtime 6.0 (x64), and a DirectX 11 compatible graphics device. Developer requirements add Visual Studio 2022 and the .NET 6.0 SDK (Windows x64). The project uses a recursive git clone and builds through the solution. It depends on SoulsAssetPipeline, SoulsFormatsNEXT, Newtonsoft Json.NET, an edited MonoGame Framework, and adapted portions of HavokLib and a BND rebuilder for texture handling.
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