I don't know if I've ever explained the animation data.
I have explained the export file format in the description of Version 0.7 - Export redone, but i didn't made a explicit connection with the animation data.
So here goes. Using the "walk_right" animation, you have: the animation has 8 frames and each row is one frame. Let's number them from 0 to 7.
----------------------------------------
{
"id": "walk_right",
"loop": true,
"frames": [
[128, 448, 64, 64, 32, 58, 75],
[192, 448, 64, 64, 32, 58, 75],
[256, 448, 64, 64, 32, 58, 75],
[320, 448, 64, 64, 32, 58, 75],
[384, 448, 64, 64, 32, 58, 75],
[448, 448, 64, 64, 32, 58, 75],
[512, 448, 64, 64, 32, 58, 75],
[576, 448, 64, 64, 32, 58, 75]
]
}
----------------------------------------
Frame 0 is located in position (128, 448) - this is the top-left corner - in the spritesheet, with a size of 64x64. It's center is (32,58) relative to it's position (this means that rotations, scaling and sprite placement are relative to this position, not the top left corner). 75 is the frame time.
Now, if you read the description on Version 0.7 - Export redone, you know how to reference this frame. It is WLK_RI_0
Having said this I think you will not be able to add new animations to the CharGen, because the input system is hard-coded and not configurable in the .ini file.
You might be able to replace an existing one though.
Hope this made sense.
If it didn't, or you need more help, do you mind contacting me by mail? The mail is is my profile.
If you prefer to use the comments section, that's also fine. I'll provide all the help I can.



