Welcome to the guide brought to you by the novice who made it (Just humoring). I use starcheat like everyone else does and i tinker alot, so i thought i'd share what i've learned with everyone. A while back i had a crazy idea that i could use the colors from clothes to re-animate the clothes entirely. It did work, but it cuased a lot of lag, so i made a few changes to make it more fps friendly. The best part of it is it can be worn by anyone with or without mods. 8D In this guide i'll show you how to edit Alpaca Pants so that it's animation is entirely different (it'll be a bunny), how to setup and recolor the Spectrumchart images and how to protect and retrieve the colors from the frame panels. However i should warn you, the number of animation frames that can be edited this way are very limited. If you wish to animate your character properly, then you should look for a character animator mod with lua. If you just want the bunny costume from this guide, here's the json file: http://ilovebacons.com/attachments/...9/?temp_hash=e179db282457768ecf806a313369ec45 To follow this guide you'll need a item editor like Starcheat, know a great deal about editing clothes with directives, know how to use a simple or advance painting tool and know how to use a notepad. I had to store the example directives into a notepad. So if the steps don't make enough sense on their own you might want to download this note: http://ilovebacons.com/attachments/...9/?temp_hash=e179db282457768ecf806a313369ec45 Step 1: Spawn "alpacavillagerlegs" in your inventory, then add a new parameter titled, "directives" and be sure to replace "null" with two commas +"" (This is where we'll do the next few steps). Step 2: Collect the colors (including the transparent ones) for the Alpaca Pants, then replace all of them with black (000000), give all the black ones two extra digits for their own unique tags (The tags will help you to edit one frame panel at a time). As shown: (Example directives are found in the notes) Step 3: Now you need to do a 1 pixel size crop where the most colors cross over a certain point of the clothing, which would be ";17;18;18;19". Next use "?scalenearest;43" to bring it back to normal size, but for this guide we'll use "?scalenearest;32;43" instead (this will give you a blank canvas). As shown: (Example directives are found in the notes) Step 4: Replace one of the tagged black colors with white (ffffff) without it's tag, add "?setcolor=000000", then replace both 000000 and 000000fe with 00000000, then again replace another black tag with white. Repeat this step until all the tags are used and make sure the end stops at "?replace;000000=00000000;000000fe=00000000" (These will be the openings and closings for editing each frame panel while protecting the rest). As shown: (Example directives are found in the notes) Step 5: Make up as many black tags as you want and replace them all with different colors that you wish to draw with (these tags will be useful later for bringing life to your animation) and join them to the last "?replace" on the end shown in step 4. As shown: (Example directives are found in the notes) Intermission: If you've followed the first five steps so far then you've just setup a engine (shown above) that converts the alpacas pants' (or legwear) movements into editable animation. The next few steps will be tricky and time consuming, but it'll prevent your animation from lagging. Step 6: Add "?blendmult=/interface/easel/spectrumchart.png;1;2" between the first opening of "ffffff" and "?setcolor" you can find. Between these parts: "?replace;000000a1=ffffff?blendmult=/interface/easel/spectrumchart.png;1;2?setcolor=000000" Add "?replace;" next to the spectrumchart image and give it with a placeholder for now. Like this: "?blendmult=/interface/easel/spectrumchart.png;1;2?replace;ff0000=ff0000" Add "?setcolor=000000?replace;000000=ffffff;000000fe=fffffffe" on the end (this will allow the next spectrum image to come onto a white background for editing later). Like this: "?blendmult=/interface/easel/spectrumchart.png;1;2?replace;ff0000=ff0000?setcolor=000000?replace;000000=ffffff;000000fe=fffffffe" Add another "?blendmult=/interface/easel/spectrumchart.png" but with ";2;2" on the end of it, then give it the same "?replace;" with a placeholder as well. Like this: "?blendmult=/interface/easel/spectrumchart.png;1;2?replace;ff0000=ff0000?setcolor=000000?replace;000000=ffffff;000000fe=fffffffe?blendmult=/interface/easel/spectrumchart.png;2;2?replace;ff0000=ff0000" The first set (seen above) will be used for breaking up the twin colors contained in the spectrumchart image itself so that the second set can be our frame panel to draw on pixel-by-pixel. As shown: (Example directives are found in the notes) Step 7: Now go back to your computer (assuming it's windows), find "spectrumchart.png" in starbound assets (assuming the assets are unpacked already) and open it with a painting tool (Paint program will do). Next i'm going to show you how to select the right colors you'll need from it to layout the color and placement of each pixel in the directives to draw stuff. So from the bottom left corner of the spectrumchart image, go two pixels up and two across, then crop a 32 x 43 px area, after that extend a new blank space around it, then copy the cropped spectrumchart and paste it anywhere on the blank space. Example: View attachment 5082 (Sorry about all the photos, i just can't fix them) Step 8: Dig through the starbound assets for "\monsters\pets\bunny\parts\white.png" and open it the same way. Select and copy one of the white bunnies and paste it on the blank space in the edited image your working on. Example: View attachment 5083 Step 9: Give the bunny a solid background and take the bunny out, leaving a hole in it, then move the background over one of the cropped spectrumcharts to cover the most bottom of it. That should create a silhouette of varied colors you'll need to collect (Used for positional drawing on the frame panels back in the directives). Example: View attachment 5084 Step 10: Like collecting colors from starcheat's image browser. Pick the screen color and collect the HTMLs (or colors) from the silhouette bunny on the background. Write down each of the HTLM's hex name on a notepad. You'll notice that there are two pixels on the silhouette that are exactly the same, just make a copy of that HTML's hex name to put on your notepad and add "fe" on the right of it, also add "fe" to the one that comes after it (unless it's on the next row). Here's my note: Row 01 1f0b00 1e0c00 1f0c01 1e0d01 1f0f00 1f0f00fe Row 02 270e00 270f00 280f00 281000 281100 281300 Row 03 321000 321100 321200 311200 311300 301400 311700 311700fe Row 04 3a1100 3a1300 3a1500 3a1600 3b1700 3a1800 3a1900 3a1a00 391c00 391c00fe Row 05 421300 431400 431600 421700 411900 421900 431c00 431d01 421e01 422000 432200 Row 06 4b1400 4b1600 4b1a00 4b1c00 4b1d00 4c1f00 4c2000 4b2200 4b2500 4b2600 Row 07 541f00 552200 542300 542400 532700 552900 552b00 542d00 Row 08 5d2400 5d2700 5d2900 5c2b00 5c2d00 5d2f00 5d3100 Row 09 652700 662901 642d00 652f01 653100 653400 643500 Row 10 6e2a00 6f2d01 6f3000 6f3201 6f3500 6f3900 Row 11 772d00 783200 773400 763600 773900 Row 12 803100 7f3400 7f3800 7f3b00 803e00 Row 13 883500 893800 883f00 Step 11: Check the colors you made up during step 5 and pick a tag for the rightside of each HTMLs in your notepad (This will layout the colors for each pixel on the spectrumchart image back in directives). Like this: Row 01 1f0b00=00000001 1e0c00=00000001 1f0c01=00000001 1e0d01=00000001 1f0f00=00000001 1f0f00fe=00000001 Row 02 270e00=00000001 270f00=00000003 280f00=00000003 281000=00000001 281100=00000002 281300=00000001 Row 03 321000=00000001 321100=00000003 321200=00000003 311200=00000001 311300=00000002 301400=00000001 311700=00000001 311700fe=00000001 Row 04 3a1100=00000001 3a1300=00000001 3a1500=00000003 3a1600=00000003 3b1700=00000003 3a1800=00000001 3a1900=00000003 3a1a00=00000001 391c00=00000002 391c00fe=00000001 Row 05 421300=00000001 431400=00000003 431600=00000001 421700=00000003 411900=00000003 421900=00000003 431c00=00000001 431d01=00000003 421e01=00000001 422000=00000002 432200=00000001 Row 06 4b1400=00000002 4b1600=00000002 4b1a00=00000002 4b1c00=00000003 4b1d00=00000003 4c1f00=00000002 4c2000=00000003 4b2200=00000002 4b2500=00000002 4b2600=00000001 Row 07 541f00=00000002 552200=00000003 542300=00000003 542400=00000003 532700=00000003 552900=00000003 552b00=00000003 542d00=00000001 Row 08 5d2400=00000002 5d2700=00000003 5d2900=00000003 5c2b00=00000004 5c2d00=00000003 5d2f00=00000003 5d3100=00000001 Row 09 652700=00000002 662901=00000003 642d00=00000003 652f01=00000004 653100=00000003 653400=00000003 643500=00000001 Row 10 6e2a00=00000001 6f2d01=00000003 6f3000=00000003 6f3201=00000003 6f3500=00000003 6f3900=00000002 Row 11 772d00=00000001 783200=00000003 773400=00000002 763600=00000003 773900=00000002 Row 12 803100=00000001 7f3400=00000003 7f3800=00000002 7f3b00=00000003 803e00=00000002 Row 13 883500=00000001 893800=00000002 883f00=00000002 Step 12: Copy the HTMLs that are marked "fe" from your notepad (leave the tags out) and paste them over the placeholder in the first set inside the Directives, remove "fe" from all these HTMLs, then add "=000000fe" to all of them (This will stop the colors on the second spectrumchart from smudging it's frame panel). As shown: (Example directives are found in the notes) Step 13: Copy all the HTMLs with their tags from your notepad and paste them over the placeholder in the second set inside the Directives (You'll start seeing what you've drawn blinking in-game when you either move, crouch or sit. If not, don't worry. The other frame panels still need to be done). As shown: (Example directives are found in the notes) (Optional) Step 14: Re-adjust the values (x) for both sets of "?blendmult=?blendmult=/interface/easel/spectrumchart.png;x;x" until you have the frame panel positioned where it should be (make sure the horizontal value for the first set is one point lesser than the second). As shown: (Example directives are found in the notes) Step 15: Repeat step 6 to 14 until all the openings have been filled with their own frame panels. After that your animated bunny (or whatever it's mean't to be) costume is ready for wearing. If you want to give the "inventoryIcon" of this item some visual, just replace "icons.png: pants" with "pants.png:idle.1" As shown: (Example directives are found in the notes) There you have it. The end of the guide at last! I hope this knowledge will be useful to both the modders and vanilla players in multiplayer. If you still can't see anything on your custom animated alpaca pants that looks like your drawing while your wearing it. Add "?replace;00000000=00ff00" on the very end of the Directives and try wearing it again. If you can't see a green square/rectangle, it means there's a mis-typo in the Directives, or if you can see it, it means there's something missing in the Directives. If you can't find the problem just go back to the start of this guide, get the json file and re-edit the frame panels in the Directives of the bunny costume. If you can't fix it, just wear the bunny costume instead.