MV Character Animations

Makes actors use their own charactersheet and changes their graphic to different character animations for when the player is idle, walking, running or jumpin.
You can also set a common event to run after the player is idle for a set amount of time.

VERSION 1.5 – RPG Maker MV
Download Plugin file
Download Demo

Additionally a demo containing 3 plugins: ‘Diagonal Movement’, ‘Character Frames’, ‘Character Animations’ all working together can be found here:
Download Mix Demo


53 thoughts on “MV Character Animations

  1. basicleader says:

    Hi Galv! Do you have any plan on converting the older system of yours to MV, the one in which we could have 3 different spritesheets for the 3 different animations (idle/walk/dash)? =)

    It would be awesome in that it would allow people using multiple frames spritesheet to also have the different character animations options the plugin way!

    If you can’t, nevermind, I still enjoy all the other scripts you’re putting online for us to use! Keep the good work coming! Thanks!

    • Galv says:

      Unfortunately no plans as of yet but if there’s enough interest I’ll do it :)

      • basicleader says:

        Glad to hear it from you! Let’s hope enough makers will feel the need for such a plugin :P

        Thank you Galv! :)

      • r1ddik says:

        Hi Galv,
        i’m sorry to look for you here about this.
        I’m looking for a script wich let me run event based on time. I’m looking for a script that can run differents clock(for example 1 for time of play, 1 for quests), all increasing time because on rpgmaker it is decreasing. And want to be able to run an event based on 1 of those time. Can you do it please? And if yes when do you think can be downloable? I’m talking about MV of curse and i can pay for it. Thanks for reading, sorry for request, and thanks again for an eventually answer.

      • Galv says:

        I’d ask about this in a forum as it might be something you could event – depending on what you wanted to accomplish :)

      • r1ddik says:

        Is there a way where i can contact you directly instead of comments? :)

      • Galv says:

        Yeah PM me on or :)

      • Amir Clayton says:

        Is it possible using this plugin to make a carrying sprite, for if the hero, or character is carrying an object or anything they can lift really?

      • Galv says:

        If you change the actor’s charactersheet to one that is holding something, I suppose so, yes

  2. bouz says:

    I noticed that when you run onto a event with a “Player Touch” Trigger, that your characters continue to run in place throughout the event commands. Is there some way around this?

  3. Lovely! This was one of my favorite scripts of yours back in the Ace days!

  4. kulhain says:

    I use this in conjunction with your 6 frame animation.

    Is there a built-in way to only have the idle animation going and nothing else? That is all I ever want to play – 6 frames of animation looped forever no matter if the player is standing or moving.


  5. kulhain says:

    Oh. I see. Set a autorun event with set movement route for the player to stepping animation on. I never thought of that. Thanks.

    • thefusense says:

      is there a way to change it that my character stay in the running pose while standing still? Set the first sprite of the running animation to an idle frame is not an option, cause it would break the looks of the animation.

      thanks for any help

  6. hi mate, my character stays in the running pose after she stops running, is there a way to set her to an idle frame asap she stops? I cant set the first frame of the animation to an idle pose cause it would break the nice running animations look.


    • Galv says:

      I am not sure what you mean by stays in the running pose? If the plugin is working incorrectly, it might be due to plugin conflict. Here’s a checklist of error trapping ideas:

      • sorry im not good with explaining,

        imagine my character running over the map and than he stops, he doesnt change into a standing pose he stays in the last running frame

      • Galv says:

        It sounds like you either have a plugin conflict (ideas to try to find this out in the link I posted previously) or you have not set up the charactersheet properly with idle/walk/run poses like in the demo.

      • so I tried deactivating every other plugin except the animation plugin and the character frame plugin, also I use your premade character sheet with the arrows.

        The problem is still there, at start position the arrow is normal black and points down, than I move to the right and after the arrow stops he doesnt change back to black he stays red.

        Also the arrow doesnt move smooth to the right, it kinda twitches around up and down while moving, like the frames ar enot perfectly syncronized.

  7. Galv says:

    The arrows jitter around because of their position in the characterset… they were made as an example to show positions and purposefully ‘twitching’ to show the animation frames working.

    Also, I have a demo to download using both the plugins you mention with it working (linked to in all relavant plugin pages). One of the points in the list I linked you to ( is: examine the demos to try to see what you have done.

    The demo demonstrates the plugins working together – so if you only have those two plugins in your project – you’ll need to try and work out what you’ve done different to the demo and use the plugin error list to help you error trap.

  8. everything works as expected now, I changed the settings of CharaAnimations to Common Event ID 1 and the other 2 to 0 and now she stops and changed into idle automaticly.

    One last question, there is no way to deactivate the idle animation completely but leave walk and run as they are?
    I mean except matching every idle frame exactly over each other.

  9. Mike says:

    Hey Glav, awesome plugins! Found one quirk which is while using this plugin it’s impossible to Change Actor Images on the fly with events. Doing so holds the new actor for a frame then swaps back as soon as the player moves. My guess is that your plugin isn’t being updated with the new sprite ID. Would appreciate any direction in fixing this.

    Keep it up!

    • Galv says:

      How are you changing it? Make sure to use the “Change Actor Images” event command and remember, actors must have their own spritesheet as it automatically switches between the first, second and third characters in that spritesheet.

      If you want to temporarily stop this behavior then you can use the CHARANIM false plugin command

      • Michael Schultz says:

        Yeah, that’s how I was doing it. No luck. The CHARANIM FALSE did the trick for what I needed. Appreciate it.

  10. BloodletterQ says:

    How do you get NPC sprites to change while they are walking around and waiting? They only choose either one of the animations.

  11. Galv says:

    Updated to 1.3 – added ability to change character graphic during jumps

  12. Nova7o9 says:

    Oh my gosh! Thank you!!

  13. Xecy says:

    Hello Galv :D I was looking for a plug in exactly like this and it seems like I finally found one. Sorry to ask this since I noticed you have a shit ton of questions but. I took your template with the arrows increased their size and now it shows 2 arrows instead of one. Is there any reason for it to do that? I changed the size from the default 5.33 to 7.33 then 9.33 all the way up to 22.33. No matter what size I changed it to it always shows two arrows instead of one. I read above that if you changed it to !then the file name it changes the default you should keep it the same? I tried it with :
    $Filename, !Filename, Filename, $!Filename, !$Filename.
    Also you mentioned you can have any many frames as you wish for horizontal frames? Does it just automatically pick up on X number of frames or do you need change that in the plugin manager? I was looking in it and under GALV_CharacterFrames there’s an option that’s named Frame Speed Modifier. I am going on a limb and saying that if you change it from f*0.8 to say 1.6 you would need 16 horizontal frames?

    Thanks for any help. If I can get this working I will become a patreon :D

    • Galv says:

      This plugin doesn’t change the number of frames, but with what you said it sounds like you are also using my Character Frames plugin.

      That plugin controls how many frames each character in a charactersheet should have. Have a read over the instructions again – then have a look at the demo (in particular the /img/characters/ folder to see how a characterset with more frames needs to look).

      Remember a default characterset has 8 characters with 3 frames each. Using my Character Frames you must still have 8 characters each with as many frames as you set in %(x)

  14. CriticalGames says:

    I’m sorry to bother you Galv, but I just had a question. First off, this is a fantastic plugin that does exactly what I need, so thank you very much for creating it! =)

    However, I’ve been trying to figure out how to change the default from TRUE to FALSE. I only want to use an idle animation in a handful of specific areas (e.g. a mountain top where wind is blowing through character’s clothes and hair), so I need to find a way to make this plugin set to FALSE by default. Unfortunately, I haven’t been able to figure out how to do this. I almost got it working, but whatever I did made the plugin go from using specific character sets (as intended) to simply enabling Stepping =P

    I wasn’t sure if this was a good place to contact you or not, but if you have any ideas, I’d sincerely appreciate it!

    • Galv says:

      I’m not sure what you mean by change the default. You can use the script call any time, even at the start of your game?

      • CriticalGames says:

        Sorry for not being clearer!

        I know that I can use the plugin command to disable and enable it at any time. However, while testing the game prior to release, it means that I’ve got to repeatedly turn the plugin off and on in the plugin manager – otherwise my characters will be perpetually doing their idle animation every time I test play, even when I don’t want them to. It’s just a bit more fiddly.

        In the help section, you describe the plugin commands like this: * CHARANIM FALSE // Disables the character animations
        * CHARANIM TRUE // Enables them again. They are enabled by default

        So I was just trying to modify the plugin (I presumed some small change to a line or value) to make CHARANIM FALSE the default, instead of CHARANIM TRUE. It’s my understanding that doing this would prevent the idle animation from being initially active. Hopefully that makes sense haha =)

      • Galv says:

        Find the line in the plugin:
        Game_Player.prototype.initMembers = function() {

        Make a new line directly under it add:
        this.disableCharAnims = true;
        this._stepAnime = false;

      • CriticalGames says:

        You’re a life-saver! That works perfectly (I never would’ve figured it out haha). Thank you so much for the help, and again for your fantastic plugin work. I sincerely appreciate it =D

  15. kazmo says:

    hi! love this mod, it’s one of my favorites. are there any plans to bring this functionality to working with events, as well? i’d love for my NPCs to be able to seamlessly change from idle to walking animations just as player characters do.

    thanks for your time and hard work!!

  16. Duckkun says:

    Hey Galv,

    Does this plugin support 2 tile high characters? I’m also using your character frames plugin with a 6 frame sprite sheet. The file is named $[name]%(6).png. What happens is the character is showing up as 3 characters side by side, and I’m pretty sure its treating the entire sprite sheet like one stepping animation sequence, where the idle animation takes its first frame from the idle section of the sheet, then its next frame comes from the walking section. If you could help me get this sorted out it would be great. Thanks.

    • Galv says:

      As long as your charactersheet is set up correct with the right number of characters, frames and directions it supports any size (just like normal rpgmaker supports any size). Please view the help file and demo to try to work things out.

      • Duckkun says:

        So I’ve spent quite a bit of time trying to figure this out, and I still haven’t gotten a clue why this is happening. I’m going to seek help on RPG Maker forums as to not bother you specifically, thanks for the explanation.

      • Galv says:

        Make sure another plugin isn’t conflicting with it perhaps if it isn’t doing what it should

  17. Roni says:

    I’ve got a real problem making use of the multiple frames. I did exactly the correct order for a 8 frames characters, named it correctly and it don’t work, the animation just move to the left. It was made correctly in the order for 8 frames, and the name was Character%(8).png. I have no clue why it’s not working. Also I tested the same character in the demo, which did not worked too.

    • Galv says:

      You may have set up your charactersheet incorrectly if it doesn’t work in the demo.
      Unfortunately I don’t think I can help without more information (like seeing your charactersheet).

      Remember Character Animations plugin and Character Frames plugin are different. You are comment on my Character Animations plugin and talking about Character Frames plugin so make sure you’re using the right ones.

      • Roni says:

        Thank you, it was just like you said. The pattern of the problem, the animation moving to the left was indicating that the image size was not right for the system to correctly compare it size and make the 8 frames. Since it was 8 grids of 144 pixels, my image should have the size of 4608 width, it had 3456. After I corrected the width size, it worked like a charm, Thanks again for the tips.

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