[LPC] Relm Hairstyle Pieces (XLong Ponytail, Bangs and Braids, Headband; Mapped to all Frames 10/28/24)
UPDATE 10/28/24:
Added the bangs finally. That's the last piece of this one. They have idle, run, sit, emotes, and Eliza's combat animations. I didn't add them to the back of the combat animations or to climb because, tbh, they're mostly not really visible anyway, so I felt like it would just be a waste of time to include them there.
Also, they're available for both adult and child, not just adult.
UPDATE 7/14/24:
Added expanded ULPC sheets for the hairstyles and hairbands. No bangs yet, though... Animations also added to child XLong Ponytail hairstyle.
There's now three layers for XLong Ponytail. I didn't want to do this, but it just makes the most sense this way. The top-most layer is just the "back" ponytail itself from the "north" facing view. This layer should appear above things like certain ear styles (such as if you combine this hairstyle with furry ears).
Headbands and Hair Ties have had the alternate color assets separated into different sheets, only the base sheets are included here.
Please see the ULPC Spritesheet for the ability to layer these assets:
https://sanderfrenken.github.io/Universal-LPC-Spritesheet-Character-Gene...
Note that these assets have been over there for some time now, I just never updated them here yet.
UPDATE 4/22/24:
Added animations to the hairstyles! (Adult only, though, no child yet...)
Also did some cleanup on existing braid positioning. The old accessory assets are still available for download separately, I haven't removed the old items.
I also added variant hairstyles positioning for ElizaWy's version of the running animations. These can be scene in columns 4 and 5 of the preview. Column 2 shows a slight variation of the side hair animation where the ponytail in that frame is layered behind the hair instead of in front, I thought it made more sense on this frame to be in front, with the next frame it slips behind the head again.
Original (3/14/24):
This took a surprisingly long time for me to complete, but I'm pretty happy with it.
All the pieces in here are designed based on my OC Relm, with a very long topknot ponytail as well as a "flip" bang and a long braid, even longer than the last one I included. Like before, the bangs and braids are included as "hair extensions", complete with both sides.
The red-haired figure in the preview is the actual design for Relm, with the bang on the right side and braid on her left, as well as the headband in the center and hair tie for the topknot. However, all of these pieces are modular and can be mixed and matched. That's also why I included the bang and braid on both sides even though I only need them on one side each.
The Hair Extensions are FULLY ANIMATED, but the ponytail is not at this time. I'll do that eventually, but its too much effort right now. However, I have included a separate layer for the split up ponytail so I can animate it later (including the "back" view on the "down" animations that isn't even visible normally).
ALL OF THESE ASSETS also include all existing child animations in the ULPC as well as jump, sit, run, and idle for the adult animations. This is honestly the main reason why this took so long; the main hairstyle I completed in a couple of days.
There's also a small bonus: the full hairstyle without the ponytail, which I think looked somewhat decent. I included this as a short hairstyle called "Tied Back" because it looks like the hair is tied back, but it also has some small bangs, too.
I will be adding these new assets to the Universal LPC Spritesheet Character Generator soon.
* NOTICE:
Base sprites used in preview image are part of the LPC set and were not made by me, these hairstyles assume you are already using the existing LPC base models.
The Universal LPC Character Generator is a great place to get a full list of sprites to use, and all of these assets are available there, too:
https://sanderfrenken.github.io/Universal-LPC-Spritesheet-Character-Gene...
Comments
I really wanted to animate the hair as well, but it just wasn't feasible at this time. I'll try working on that later... probably much later.
The next thing I'm going to do I think is work on some furry ear variants and maybe tails as well. I'm surprised there aren't any tails yet (other than lizard tails) considering the fact that there are "beastman" variants. I'll try and make sure the tails work for the beastman variants as well.
The furry ears I intend on coming in two forms: the more traditional "top of the head" variant (which will likely also come with earless head variants) as well as "side of head" variants, which will be for my use.
I now know why nobody made tails before. The design was a bit complicated but eventually I got the hang of it. I quite like the look of them now.
But I am absolutely dreeading the animation. I'll probably hold off on that as well and just keep working on adding/cleaning up assets for a while, because that animation I foresee is going to be a nightmare.
Well... I actually managed to fully animated the tails now, and tbh, I think they look pretty good. However, I need to finish the run and jump animations before I'm ready to post it. I had to update my setup in Aseprite to actually make it work out, but I realized how to properly create a full spritesheet from an animation using the Import and Export options, as opposed to just saving. Once I figured that out and got a good template going, I was able to more easily figure out the animations.
Next step was figuring out how the motions were to go, so I had to dig around online to see both how the design of the tails would look as well as the flow of the wagging, but I'm quite happy with it now.
I was really nervous about them, but I'm feeling a lot better after having gotten through these. Maybe I overreacted a bit in terms of how hard the animations would be which is what I was really hesitant to try doing the ponytail right away...
The next batch of updates will have three tails and five sets of ears:
I didn't include a feathered tail this time because I want to make a wing variant first, so I figured I'll just wait until later for that one.
All of these assets are done on Universal, just have to finish getting therm onto the other sets. (Child Universal doesn't have Top of Head ears yet, but it won't be hard to finish those.)
Eventually I'll also make Dragon Tail, Prehensile Lizard Tail (Chameleon), Tail Fin, and Tail Feathers. Not quite ready for this yet, though.
Forgot to mention, but these assets are now available on Sanderfrenken's Universal Character Generator:
https://sanderfrenken.github.io/Universal-LPC-Spritesheet-Character-Gene...
I need to do some additional cleanup on the furry ears and tails but they should be done within the next few days. I think I'm going to change the idle frame when standing still as I'm not quite happy with it, and the run animations are incomplete. Child is basically done in all contexts, while adult (male/female) need the furry ears added to alternate frames.
Updated this now to include animated hairstyles! I think for most hairstyles I wouldn't go this all-out with animation, but the long ponytail really does need more complex animation. The animations here were designed to resemble the "wave" of my OC Relm's original art where her hair flips back and forth like in her original concept art:
https://www.deviantart.com/halcyon-enigma/art/Relm-197635922
I also added the hair animation frames to be mapped to ElizaWy's version of the run animations. I like these run animations better, but I mostly want to use this because it'll make it MUCH easier to create a decent number of run animations for the ULPC.
I'm trying to add additional animations like run/sit/idle/jump to the ULPC assets:
https://github.com/sanderfrenken/Universal-LPC-Spritesheet-Character-Gen...
And it will take a lot of work to get enough assets to make run/sit/idle/jump viable, especially clothing. However, Eliza already has a lot of these assets, at least on the "thin" body models, so that will greatly increase the speed at which I can get all these assets mapped out. I do intend on focusing on ULPC for character assets and Revised for map assets, at least for now.
Small update:
MedicineStorm adding this as a favorite sent me a notification, so I decided to drop in a small teaser for my next big updated on OGA, which I've been taking longer than I anticipated to get done...
The latest assets are the Expanded ULPC sheet, which includes all animation frames including run/sit/jump/idle, as well as the new base animations ElizaWy created in LPC Revised, all in one sheet. These assets have been on the ULPC for some time, but I was trying to get a certain amount of stuff done before posting the official update on OGA, and that's what has delayed me this past couple of months.
You can see tons of other updates over there as well, though:
https://sanderfrenken.github.io/Universal-LPC-Spritesheet-Character-Gene...
Eventually I'll get that update finished and post it here. I want to at least finish getting all the leg assets from LPC Revised ported over with mapping finished to all assets as well. But I've been distracted with summer home improvement projects and games so it has been slower than I would have liked.
Eeee! Wonderful. If you don't object, I would like to bump this to the front page for the new content.
If you'd like you can bump it. I have many other unfinished updates that I'll gradually get inserted... it might be a while longer, though.
Final update to this one: added all the bangs to the remaining frames now. I also added the short braid, which was technically on the older hairstyles update, but I haven't finished mapping all those hairstyles yet because I also kinda need to animate them as well for the most part... so I'm not interested in doing that just yet. Perhaps soon I can get to them.