MZ Character Animations

FEATURES
Makes actors use their own charactersheet and changes their graphic to different characters for when they are idle, walking, running or jumping.
You can also set a common event to run after the player is idle for a set amount of time.
Events can also use this system if desired.

VERSION 1.4 – RPG Maker MZ
Download Plugin file


Download my master demo to view examples of this plugin from:
Galv’s MZ Plugins Home


46 thoughts on “MZ Character Animations

  1. Galv's avatar Galv says:

    Updated to version 1.1 to fix issue with the idle common event timing.

  2. Galv's avatar Galv says:

    updated to version 1.2 to add an option for vehicles to use default characterset (and not require the full character animations characterset).

  3. Herki B Mustalainen's avatar Herki B Mustalainen says:

    how do U use it?

    • Galv's avatar Galv says:

      Have a read over the plugin documentation and investigate the demo. A good way to learn how to use plugins is to ask in an RPG Maker forum.

      • Buck's avatar Buck says:

        I’m having an issue where I’m using an 8 frame animation sheet with idle walk run but the animation sheet is either stuck in the idle position(When I use one per character) or constantly running through the animations (When I have the full Idle walk run sheet) I’m not sure what i’m doing wrong. Thanks in advance

      • Galv's avatar Galv says:

        I don’t know what you are doing wrong either, I recommend checking out the demo and comparing. Maybe put your sheet into the demo to make sure your project doesn’t have a conflict.

  4. 2Doors's avatar 2Doors says:

    Hey Galv! This is 2Doors who is a big fan of your plugin since VX ace.
    Currently I’m developing my RMMZ game and using bunch or your MZ plugins for the game. Thanks a lot! You are my life saver!!
    One thing I have a question regarding is there any possibility to make the character sprite sheet with perfect square instead of the horizontal
    Rectangle. I mean [Idle, Walk, Dash, Jump] those 4 animations are placed in a horizontal and your ref image with Diagonal movement has set 1024 x 512px.
    For texture memory saving, I just heard [256×256, 512×512, 1024×1024] texture sizes help for the memory saving. (If I’m wrong please correct me).
    If yes, what about 2 character sprite sheets ( or 4 characters if non-diagonal ) in one image? and choose by filename 1-2, 2-2 ( or 1-4, 2-4. 3-4. 4-4 ) like that.
    It…. is probably a sort of stupid question but I had some bad experience with last RPG MV for mobile version about texture memory issue.
    Anyway, your plugins are awesome as always. The above question is my personal temptation. ;)
    If you think that works easy please advise me. if wrong question or info, please avoid that!
    Thanks a lot!!

    • Galv's avatar Galv says:

      Sorry, I don’t plan on making any changes to this plugin – it works as is using the default spritesheet setup. I haven’t heard of the texture sizes needing to be square, but I don’t really do these plugins for mobile.

  5. Alexandra's avatar Alexandra says:

    I realize this is a super old forum, but does this plugin work on other, non-player character sprites?

  6. Hussin's avatar Hussin says:

    Hey there, is there a quick and dirty way to make Rexal’s Visual Equipment plugin use these sprite sheets correctly? It tries to read them as the original sizes and setups i think, idk there are sprites all over the place.

  7. kn's avatar kn says:

    Hi there, I have an 8-frame jump action sequence frame, but the jump action of the plug-in can only play the first 3 frames. How can I play the 8-frame jump animation completely?

    • Galv's avatar Galv says:

      Does it play more frames if you jump farther? Not sure if it’s based on jump distance.

      • KN's avatar KN says:

        I tested that even if the jump distance is set to 99, it can only play the first three frames. Is there any way to play all the animation in the jump sequence frames completely?

      • Galv's avatar Galv says:

        I guess not without updating the plugin. As jumps go so fast, I guess I mustn’t have tested it with lots of frames.

  8. Scandalon's avatar Scandalon says:

    Hi Galv, I was using the MV version of this script (GALV_CharacterAnimations) at first but switched to this one since it can be used for events (I am using RMMZ). After I switched, my gameplayer character would not use the diagonal graphics while both moving and jumping at the same time. It would switch to a non-diagonal graphic while in the air, and then resume in the original direction after landing. This was not a problem with the MV version of this plugin. This happens while testing it in a clean project with only the GALV_CharacterFramesMZ, GALV_CharacterAnimationsMZ, GALV_DiagonalMovement, and GALV_JumpAbility scripts (used in that order).

    I’ve spent some time trying to figure out the problem myself, and I found that the this._diagDir variable changes to zero while in midair, and returns to the correct value after landing. So it seems that somehow with the MZ version, the diagonal direction resets to zero while moving and jumping, but even knowing this, I can’t seem to pinpoint how this is happening. Any ideas? I appreciate it!

  9. Izumi's avatar Izumi says:

    Hey-oh, just want to check in and see if this works with your more character frames plugin? I’d like to do a 8 frame run cycle and have it separate from a 8 frame idle animation and not have two interefere with each other. Hopefully with the two together I can have the player idle and then when they press forward the run cycle doesn’t reference the idle frames at all.

  10. Gary Donaldson's avatar Gary Donaldson says:

    I have successfully converted a mv project to mz and it let some of the plugins work too. Any word on if mz will be able to be ported to the new RPG maker unite?

  11. Eduard Lozano's avatar Eduard Lozano says:

    Good morning sir, I am a boy who is ambitious and I want his animations to be longer. I could increase it from 8 fragments to 16

    • Galv's avatar Galv says:

      You can do that – you will just have to make sure your characterset is the correct size for the number of frames.

      • Eduard Lozano's avatar Eduard Lozano says:

        Hello friend, sorry for bothering you again, look, I speak Spanish and I don’t know English, so I can’t understand your demo, I tried to use your plugin but my character blinked and does several things, I don’t know if you could write me a step short step to be able to use it well, I don’t know if I should download more plugins

      • Galv's avatar Galv says:

        Unfortunately I don’t have time to do step by step instructions. I only speak English. I recommend trying to find a tutorial on how charactersets work.

        This one is in English: https://www.rpgmakerweb.com/blog/charsets-structure-and-avoiding-traps

        You will see how a regular characterset is cut into 3 columns and 4 rows per character and has 8 characters. To use my character frames plugin with more frames, you just have to make more rows in your graphic for each character and then change the number in the filename.

  12. SeKovac's avatar SeKovac says:

    Is there any pluging needed to make this one work correctly? Cuz, even tho I use your images in your demo, it doesn’t get to work on my project.

  13. Mateymate's avatar Mateymate says:

    hello! Quick question. I know how to switch Images inside move route when the NPC is going from walk to Idle animation. But is there some way to have the NPC go to Idle animation if its move route is blocked by the actor (or even anything else e.g another NPC etc)?

    Most importantly, is that it would go to Idle animation if blocked by the actor on move route though. Is it possible somehow?

  14. Jesse's avatar Jesse says:

    does this plugin support diagonal movement?

  15. Aidan's avatar Aidan says:

    I think this plugin has a bug related to autorun events? It seems when I move a character with an autorun move route, when the player stops moving, they’ll be stationary in their walk sprites instead of their idle sprites. Then when the player moves, the idle sprites work again.

  16. Vel's avatar Vel says:

    hi! have the same problem. And try this in your demo project, its also the same problem occurs. event setup like this: autorun, show text, set movement route for player and show text and while showing last text sprite use waling animations

  17. KeetaKat's avatar KeetaKat says:

    Hey! Ive drawn all the frames needed to make the character move and i imported it all correctly, but when i move my character, the sprite is stuck in idle position and doesnt move to the walking position, is there a way to fix this?

    • Galv's avatar Galv says:

      I can’t see what you’ve done, I am unsure I can help without more information. Make sure you’ve added the plugin, it sounds like it is not working. Check for plugin conflicts in your project.

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