The development of the 6-frame version is currently underway. Size adjustments will be carried out concurrently, in accordance with the established schedule, and may require additional time to complete.
Angeler1234
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Due to several ongoing challenges, I am currently working independently, which has resulted in a relatively slower pace of progress. Nevertheless, I will continue advancing the optimization efforts, including the previously initiated series of improvements. Additionally, new elements such as monster designs and hair templates for the 48pro base model will be incorporated in due course.
Thank you for your attention. Currently, there are only three animation groups primarily developed based on RGM. I am presently working on designing special NPCs, and subsequently, I will integrate the primitives into the foundational primitive set. A 6-frame version is expected to be widely adopted in future implementations. These animations include various actions such as magical attacks and jumps. However, it should be noted that these elements are not currently compatible with RGM; therefore, they will be processed separately. The final approach will depend on your specific requirements.
The 64 standard version was developed prior to the 48Pro and is currently available only in the basic configuration. At present, I am working on the 6-frame variant of the 48Pro. It may be necessary to wait until all these tasks are completed before proceeding to refine and enhance the 64 series and incorporate additional accessories.
The software can be utilized; however, the default editor supports only three frames. To extend this functionality, it is necessary to install a multi-frame animation plugin. It is recommended to first install the Sprite Animation Multi-frame Plugin, followed by the Elf Animation Multi-frame Plugin for optimal results.
The customized service will be resumed based on the actual progress of completion. Following the completion of this character, several monster characters remain to be developed. The primary objective is to refine the base template for future use, while incorporating universally applicable hairstyles and two variations in chest size into the base model. Subsequent iterations of the base template will progressively integrate combat sequences as well as other in-game activities, such as mining, fishing, and blacksmithing.
I am currently working on illustrating her character, and her design can be viewed on my X or P platform for reference to the specific visual details. Due to the complexity involving a large number of motion sequences, the adjustment process required considerable time. Furthermore, both the six-frame animation cycle and the base character model underwent revisions, resulting in a longer production timeline than initially anticipated.
The application of 12-frame animations is limited to walking-type animations only. I will consider deferring the animation saving process for NPCs to a later stage. This limitation may result in reduced quality for certain animations. However, special animations and attack animations are not subject to this constraint. The implementation of multi-frame animations differs across various engines. For instance, the RM series requires the use of specific plugins for such functionality.
Customization has not yet been restored. However, I plan to introduce certain attack animations or special animations for subsequent characters, such as those related to blacksmithing and mining. That said, I need to complete the implementation of special NPCs first. Regarding future monster packs, I may consider incorporating unique animations, such as mining, for characters like goblins or orcs that are capable of performing such actions.
I am currently designing a special non-player character (NPC). While I do not plan to include a jump animation, I am working on integrating various attack animations. As a preliminary design, this NPC will function as a magic caster, resembling a priestess-like archetype. Additionally, some of the animations developed for this character may be considered for inclusion in future updates to the base animation package.
Although follow-up plans are in place, I am currently working on the special NPCS for this series, followed by the Monster-Universal Pack 1. All subsequent adjustments, modifications, and additions to the package will likely be postponed until the aforementioned two tasks are completed. This process will require a certain amount of time.
Could you clarify which specific hairs exhibit the issues I previously described? This would allow me to make prompt adjustments and updates. It is possible that the ambiguity in my description stems from my use of AI-based translation tools, which may have contributed to the lack of clarity. To help address this, I have included an overall display image in the introduction section. However, it appears that the issue of unclear description persists, likely due to translation-related inaccuracies. I sincerely apologize for any confusion this may have caused.
I have not yet been scheduled to work on this series. Currently, we are creating special NPCs for the 48Pro series while simultaneously incorporating additional battle animations. Since I am working independently and have a substantial amount of content to illustrate, the progress may not be very rapid. I intend to proceed with updating the 64Pro series after refining the animations, which will also include the illustration of male characters. Regarding the size considerations, I have taken them into account; however, all of these tasks will be addressed after the completion of the 48Pro Series Monster Pack 1. Therefore, it may take some time before further updates are available.
Due to personal family circumstances, I am currently required to make frequent visits to the hospital. As a result, the customized service will be temporarily suspended. The resumption of the service is uncertain and may not occur until next year. We sincerely apologize for any inconvenience this may cause.
The guard character remains as a single entity and has not been divided into separate components. The 48NPCPRO currently in the packaging process utilizes a head hairstyle segmentation model. The helmet, however, is yet to be determined if it will be segmented separately. After the packaging is complete, I will evaluate the possibility of segmenting the 48PRO independently.
I recommend that you review the comments section of my other character packs. These contain detailed tutorials on utilizing character packs as well as relevant plugin recommendations. For more specific guidance on usage, you may refer to the help documentation within the plugin. I recall that the comments in the Ver64 character pack provide particularly useful insights.
The image materials were created by me. To achieve the desired demonstration effect, several UID plugins would be necessary. Should you still be interested, I can arrange to package and offer the images for sale within a few days. Please note that I may need to visit the hospital in the coming days based on their notification.
The issue of varying sizes currently pertains solely to the NPC that is being rendered. The fundamental structure will be incorporated at a later stage. However, the current progress of my work is proceeding at a slower pace than anticipated, and it may require additional time to complete the NPC development.











