Vert-I-Go submitted a new resource:
Animation Information - Ultima Online Standards for 2D Client Animations
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One of the big reason I did this was Is that when you have to many frames for a animation bodyvalue it can lead to bleed over into other bodyvalue some of you might have seen in especially anim3.mul if you have custom animations in that file with to many frames per id it will bleed into a equipment bodyvalue number. This can lead into file corruption and client crashes.
UO Fiddler has been an amazing tool for animators since the old days of using UOAmin and mulpatcher and michealeglo and other programs. But being able to just upload a .vd file and import files has many overlooking all the issues of frame counts and block id standards. Seems as if the thought process has been removed from animation creation has been removed.
TROUBLE SHOOTING: FILES
1. If you are having issues with animations sometimes people overlook a simple file solution which is the mobtypes.txt file this actually controls what type of animation slot a Bodyvalue is. Take a look at this file to see if even the id number even exists in this file some numbers arent even in there can just add it and BAM it will show in game.
2. Looking at the bodyconv.def file sometimes the default file has this already called out for a file viewing it from a different anim.mul file.
3. Body.def file this file changes a bodyvalue to a new bodyvalue and hues it simple as that if a bodyvalue you want to use for a new animation is in there it maybe just commenting it out or deleting it that allows you to use that new bodyvalue to work.
4. If your changing anything in body.def you will want to change the corpse.def file also.
Animation Information - Ultima Online Standards for 2D Client Animations
Over the years I have seen a lot of custom animations ripped from other games placed into the UO game Client and have come to see that a lot have had issues with have to many frames or not enough frames per animations per block ID so I put together a little guide for what the standard Ultima Online 2d client uses. There is a link to a google sheets xls page for reference.
I have also below included a image from fiddler to reference descriptions.
Block ID #: Meaning the Action the animation...
Read more about this resource...
One of the big reason I did this was Is that when you have to many frames for a animation bodyvalue it can lead to bleed over into other bodyvalue some of you might have seen in especially anim3.mul if you have custom animations in that file with to many frames per id it will bleed into a equipment bodyvalue number. This can lead into file corruption and client crashes.
UO Fiddler has been an amazing tool for animators since the old days of using UOAmin and mulpatcher and michealeglo and other programs. But being able to just upload a .vd file and import files has many overlooking all the issues of frame counts and block id standards. Seems as if the thought process has been removed from animation creation has been removed.
TROUBLE SHOOTING: FILES
1. If you are having issues with animations sometimes people overlook a simple file solution which is the mobtypes.txt file this actually controls what type of animation slot a Bodyvalue is. Take a look at this file to see if even the id number even exists in this file some numbers arent even in there can just add it and BAM it will show in game.
2. Looking at the bodyconv.def file sometimes the default file has this already called out for a file viewing it from a different anim.mul file.
3. Body.def file this file changes a bodyvalue to a new bodyvalue and hues it simple as that if a bodyvalue you want to use for a new animation is in there it maybe just commenting it out or deleting it that allows you to use that new bodyvalue to work.
4. If your changing anything in body.def you will want to change the corpse.def file also.
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