My friend, take a look at this video tutorial.
Px2d
Creator of
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Friend, which expansion packs do you want to combine together? Please let me know. I will help you integrate them tomorrow. Then I will package them and send them to your email. Sometimes my other friends are also very troubled by this issue of integrating the materials... I will also help them complete the integration. Because these expansion packs of mine are updated irregularly. As time goes by, there are more and more things. So if this bothers you, I am very willing to help you complete it. Because you purchased my tool and supported my creation. I sincerely hope that this tool can help you in your game development.
The resources from different expansion packs can be combined together. Take the heads as an example. For instance, the first expansion pack contains 30 head-related materials, and the second expansion pack also has 30 head-related materials. We can combine the materials from the two expansion packs together. The materials in the 1st expansion pack are numbered from 1 to 30. spr_2_1_1_1_1 — spr_2_1_1_1_30 You can use a batch renaming tool to rename all the header materials in the Expansion Pack No. 2 in a batch. The names in the 2nd expansion pack have been changed to spr_2_1_1_1_31 — spr_2_1_1_1_60. Then place the head materials from 31 to 60 into the head section of the 1st expansion pack. This way, they can be used together. Summary: By changing the names, all the materials can be consolidated into one folder. This way, the tools can be used together. For example, the head, body, weapons, back, etc. can all be handled in this manner.
The tool was initially released on Steam. At that time, the functions were not yet fully developed, so I sold it for just 1 dollar. Later, the functions were gradually improved. I wanted to raise the price, but Steam warned me that making such a change would affect my product. I didn't make any changes to it. Itch was posted by me later. I raised the price.
P1 first met Px2d
This recording was made at an earlier time and is slightly different from the current page. It enables you to get a general understanding of the tool first.P2 creates a character
The second section is about creating characters, and this is extremely important. This will be used for changing the skins of subsequent actions.Create a character generator, select the character generator, press the Q and E keys, and you can change the perspective of the generated character. Then pressing the F key will generate the character.
After generating the character, select the character generator and press the backspace key to delete it.
The character previews in the resource library are real-time, and this is a feature introduced in the 2.6.1 update. So, before creating a character, the preview area is naturally blank. No role.


After creating the character, the preview will be updated.


In the Resource Manager, the A and D keys are the shortcut keys for quickly navigating through the materials on the left and right pages. The W and S keys are the shortcut keys for the up and down page navigation functions.
When choosing the following materials, select them by clicking the left mouse button.


Select the type of the material, and you can lock it by pressing the middle mouse button. Once locked, during the loading process, the items in the character's hand will remain unchanged. This is particularly applicable when you perform life-related actions and trigger special effects. Because in the life-action scenes, the props held by the characters are all made of weapon components. For example, actions like watering plants, felling trees, and fishing - the tools held by the characters - are all made using weapon components.***This is of great significance.***
P3 loading action
P4 Export Animation
Version 2.6.1's shadows no longer need to be handled. The export is in a normal semi-transparent state.P6 Custom Resources
In version 2.6.1, there is no need to make any changes to the configuration file. The tool will automatically load the resources now.P7 Custom Action
P8 replaces DLC
Replace attack effect
I'm extremely sorry for making you so angry. I can fully understand your feelings. Spent money on a tool, only to find it couldn't be used. This is really a very infuriating matter. But please calm down and don't get angry. Since you have spent money on my tools, I have the responsibility to be accountable to you. If you have any questions, please feel free to tell me. I will do my best to help you solve the problem. This action library was used by the older version of the tool. Now I have placed this action library in the root directory of the tool. Open the file in the action library using the tool, and then you can use it.


Hello! May I ask where the problem occurred? I can help you solve it.In the root directory of the tool, there is a help folder which contains the manual for using the tool.

You can take a look at this user manual first.If you have finished reading the user manual but still can't operate the tool. Please contact me immediately. I can send you the video tutorial.
Hello, all my characters were created using the px2d tool that I developed. You can purchase the px2d tool on Steam. It is equipped with over 80 different actions inside. It includes a variety of weapons. There were swords, bows and arrows, long knives, and long spears, etc. Actions include waiting, moving, attacking, dying, and so on. It can meet the needs of most game development applications. You can take a look at the tool px2d.
Thank you very much for your liking and support. I am an artist, and my programming skills are limited. Px2d has been developed to the best of my ability. There are indeed many imperfections at present. I am truly sorry. Alignment can only be done component by component at the moment. There is no good solution yet.
At the beginning of designing the character, in order to facilitate animation production, the character's feet were designed in their current shape, with a black line. It has no direction. It's actually a straight line and an oblique line. This meets my animation needs. In my animation, I only used the first two images for the legs. What you're saying is repetitive, it's because I'm afraid there will be new demands in the future and reserved space. The image of the shield was also designed by me according to my animation requirements, and the existing 8 angles meet my animation needs. The feet and shield are not designed like other body components. So four directions are not necessary. The repeated shield is also a reserved position for me.
我还有一个国内的资源平台:https://www.gamecreator.com.cn/user/3950?reid=26558。你上这里看看也行,和itch是同步的。十一有活动,不急你也可以等两天。
Currently, the software does not support translucency. So, if you need the shadow, finally process it in the image processing software. For example, Photoshop. Change the shadow to semi transparent. Remove the shadow component if it is not needed. I usually end up dealing with shadows. In Photoshop.



















































































