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Glad you found it. However I'm concerned with the layout you describe. It should be 4 rows by 12 columns. In fact all animations are 4 rows (except die animation), for up, left, down and right.

For the fishing animations the rows work as I said above. As for the columns, the first 4 are the throw animation, the next 4 are used when  waiting for a fish to bite,  and the last 4 are for pulling the fish in.

If you don't have such  a spritesheet, then something is wrongly defined in the data files. Let me know so I can help there.

Hmm, now I am confused.  When I did a search in the chargen.pak for *fish*, four files showed up.  fishingpole.mainhand,  character_large_fish.anim,  fishingpole_hurt_fb.png,  fishingpole_fish_front.png,  and fishingpole_walk_mb.png.  None of these files have 4 X 12 columns (in the .png).  All along I assumed you were telling me that I would need to somehow combine the fishingpole animations (by themselves found in fishingpole_fish_front.png) with the empty exported character animations in order to create the character animation with the fishing pole, just as you did in your tool.  Again, an assumption.

But perhaps I confused you.  When I export my character with the fishing pole, I do get the walking animations with the fishing pole and they are in a 4 X 8 layout in the exported file.  But where the animations should be for the casting with the fishing pole just has the character without the fishing pole and they are in a 4 X 5 layout. Again, regardless of what 3 letter code I use, it all looks the same.

Dblhack

Hmmmm. Do you mind contacting  me  by mail? That way we won't fill the comments with more technical details.

The mail is is my profile.