Releases: Meowmaritus/DSAnimStudio
Releases · Meowmaritus/DSAnimStudio
Release list
(Beta) V5.0-RC6.1
DSAS 5.0-RC6.1 (05-20-2026)
- Hopefully finally fixed crashing when loading loose files.
- Fixed issue where DS1R was missing many player weapon names in the list.
- Fixed issue where the file list popups for DS1:PTDE unpacked with UDSFM showed both the DCX and non-DCX versions of the filenames.
- Made it where error popups will force the
Logpanel to open if it wasn't already open.
(Beta) V5.0-RC6
DSAS 5.0-RC6 (05-19-2026)
- Updated from .NET 6.0 to .NET 9.0
- Updated SoulsFormatsNEXT to latest version, which will make
oo2core_9_win64.dllget properly detected and used. - When existing
.dsaprojfiles are loaded, they will need to be upgraded to use the new DCX header information format of the latest SoulsFormatsNEXT (this all happens automatically, just thought I would mention it). - Fixed oversight where it would ask you to specify whether the game uses Oodle even though the parent directory for the file you're loading contains an Oodle DLL.
- Made it where loading a
.dsaprojwith a different game tag (e.g.DS3,ER,AC6,ERNR, etc) than current no longer directly overwrites the current game tag value, because doing so breaks everything anyways since data from the incorrect game tag was already loaded. Instead, it just gives a warning now. - Added some more error handling when loading files. It should hopefully log to DSAnimStudio_Log.txt more reliably now.
(Beta) V5.0-RC5.4
DSAS 5.0-RC5.4 (05-12-2026)
- Fixed errors loading stuff from games that don't use Wwise (DES/DS1/BB/DS3/SDT).
- Fixed issue where non-Oodle games still wanted you to browse for the Oodle DLL.
- Randomly changed DS3 starting equipment to be more normal (Firelink armor, Bastard Sword, Knight Shield, one-handed weapon style).
(Beta) V5.0-RC5.3
DSAS 5.0-RC5.3 (05-11-2026)
- Rewrote the function that searches for a list of game files that exist in a folder to be less confusing and hopefully more functional, with a more simple ruleset:
- Game data .bdt archive contents always included.
- If
ModEngine '/mod/' directoryis not blank and the directory you set it to exists, those files will be included. - If
Load Unpacked Game Filesis enabled and the folder exists in the loose UXM-style directory unpacked next to the EXE (e.g.ELDEN RING/Game/chr/), then the files in there will be included.
- In the sound panel, rearranged the bank list section to be more concise and added buttons to move banks up and down in the list to control the load order.
- Completely reworked how Wwise banks are loaded/managed. Instead of loading them upon request and then searching each one separately, it now pre-loads all of the banks in order from the top of the bank order list to the bottom, creating a global map of object hashes to lookup any object it might need.
- Any duplicate object hashes will overwrite previous ones (bank nearest bottom of list gets priority. Within each bank, the objects nearest the bottom of the bank itself should get priority).
- This is likely how Wwise itself loads them so it should hopefully behave more similarly to ingame when using jank modded files that contain duplicates, but no guarantees.
- Fetching sounds technically uses a little bit less CPU, but I doubt it will help noticably with performance.
- In
Soundpanel: AddedReset To Default Bank Load Orderbutton which resets to the default bank order that it would go to when opening a file with no corresponding.dsaprojmetadata for the first time.- Click the
Reset To Default Bank Load Orderbutton if your existing character files for Wwise games have no sound. The app is loading the original bank order saved into the.dsaprojand the new Wwise bank system works a bit differently with regards to bank order.
- Click the
- Fixed bug where opening directly from
File->Openwouldn't copy oodle DLL over properly and just crashed silently. - Fixed issue where opening from recent files without any oodle DLL resulted in "Unable to find oodle dll" message.
- Fixed Nightreign "armor" files not retargeting skeletons properly.
- Revamped Wwise sound variable system, new stuff at bottom of 'Sound' tab. This adds the ability to set nightfarer's voices etc. I'm literally too lazy to explain the specifics. :fatcat:
- Made Nightreign c0000 default to Wylder's default skin and starting weapons.
(Beta) V5.0-RC5.1
DSAS 5.0-RC5.1 (05-09-2026)
- Added proper error handler for when Wwise WEM files are found but fail to load. Now it will not show critical error popups etc.
- Fixed support for WEMs that use codecs other than Vorbis.
- Fixed(?) inaccuracy with how DSAS reads the Wwise play sound action bank ID field. Previously it would only check the referenced bank and not the current one, but evidently everything seems to work fine if this field is set to another bank even if the sound is only in the current bank, so DSAS will also check the current bank if it doesn't find it in the referenced bank.
- For
Play_<SoundID>events, the matchingStop_<SoundID>event from the current bank is now prioritized, rather than looking at the entire bank list and picking whatever it happens to find last. I'm not sure if this will affect vanilla, but it has fixed some custom banks, specifically it has fixed the looping sound fade out transition time. - Fixed inaccuracy with the
Loopproperty on Wwise Sound objects. Now, if a Sound object has theLoopproperty and the WEM has no loop point info in it, it will create loop points, forcing it to loop the entire WEM. - Fixed oversight where
/sd/folder was not scanned for sound files due to the way the internalsd.bdtpaths work. - Added text field to type in a bank you want to add directly, just click the
Addbutton next to it. - Made bank lists taller in
Soundpanel. - Fixed bug where
Load Unpacked Game Fileswould only show the unpacked files and exclude the data BDTs in some cases, such as picking the ANIBND when loading a character.
(Beta) V5.0-RC5
DSAS 5.0-RC5 (05-08-2026)
- Fixed various Nightreign data not reading properly due to the new
_dlc01versions of files. - Added support for Nightreign DLC sounds from
sd_dlc01.bdt - Made oodle dll auto copy from game like it did in previous versions of the application.
- Fixed oversight where oodle DLL did not auto copy from game on
Load From Packed Game Data Archiveswindow (like, when the auto copying still worked, this window didn't do it). - Added support for loose/custom Wwise
.BNK/.WEMfiles in each game, via the game data root or the modengine folder. - Implemented
SoundBankIdandSoundAddBankIdvalues for Elden Ring and Nightreign (more characters load with correct sounds now). - Fixed small memory leak caused by Wwise failed sound lookups not deleting their auto play slots properly (not sure if this fixes all the sound manager memory leaks yet, but hopefully it does).
- Fixed FLVER Skeleton Lines drawing incorrectly.
- Fixed various models across the franchise exploding with incorrectly-mapped bones, especially AC6 player equipment which was the original reason I looked into this issue.
- Made a few more sounds here and there work on AC6 player ACs.
- Completely rewrote how the application interfaces with the FmodEx API for the third or fourth time in a row in an attempt to be more thread-safe and fix the rare sudden crash every once in a while when opening DS1/BB/DS3/Sekiro files.
- Because of this FMOD interface rewrite, DS1/BB/DS3/Sekiro might have issues with sound loading/playback or the application might freeze randomly. A freeze hasn't happened yet for me (after fixing a couple of freezes that did happen due to typos), but more testing is needed regardless.
- Fixed hyper specific bug where if you had
Relative Timeline Scrub - Scroll Screenenabled and pressed right click to cancel a relative timeline scrub in the middle of it, the playback cursor scrubbing flag would stay set, making it continue auto scrolling the graph to where the playback cursor is, even if you tried to manually scroll away, with the only way to fix it being to initiate another timeline scrub and stop it without right clicking. - Fixed oversight where dragging animation list scrollbar then releasing left click while your mouse happens to have landed right where an
Editbutton on an Action Track is would register as clicking theEditbutton. - Did slight cleanup of the document switcher system, fixes bug where cancelling
Open From Packed Game Data Archiveswould make tabs you already had open vanish, and hopefully prevents future jank. - Fixed oversight where disabling individual DummyPoly in the list of toggles wouldn't actually disable them.
- Fixed oversight where disabling individual FLVER/HKX Skeleton bones in the list of toggles wouldn't actually disable them.
- Added options to draw HKX skeleton lines. Note: using the global HKX skeleton line draw under
Scene->Helpers->HKX Bone Linesmight look cluttered on c0000 due to some parts files having full body T-Poses in them. To get a cleaner bone draw, go to the mainc0000model itself underScene->Models->c0000and enableDraw HKX Skeleton Lines - Added an error message if GameParam fails to load, with a suggestion to save it in DCX.DFLT format to resolve the issue. Files can now be loaded and (maybe) edited without GameParam but expectedly literally everything to do with previewing things is completely broken.
- Made
Load From Packed Game Data Archiveswindow much wider by default so it's easier to see if your project folder is set incorrectly. - Updated the action template for Bloodborne to a community one provided by foxyhooligans.
- Updated the action template for Sekiro to a community one provided by Igor.
- Updated the action template for Nightreign to a community one provided by El Fonz0.
- Slightly future-proofed and made regulation decryption keys read from user-editable loose binary files in
/Res/RegulationKeys/ - Those notification popup things only show the last one received now. To see previous ones check the panel for it, now renamed to
Log.
Not here because I need to take a break for a bit, but planned for future versions:
- Ability to specify custom string parameters for Wwise for people who know what they're doing. Example: setting
charactor_typeto a value ofenemyin AC6. - Option to bulk copy a range of animation entries to one or more other animation categories (for setting up moveset templates etc).
- Will implement previewing of action 118 simulation (
SpawnFFX_Blade). Will show a simple line connecting the 2 blade DummyPoly together. - Will implement previewing of action 792 (
FootSfxParam_Entity) - I promise I'll finish Combo Builder.
(Beta) V5.0-RC4.2
- Hopefully fixed FMOD games (DS1, Bloodborne, DS3, Sekiro) instantly crashing the program if they fail to initialize the sound engine.
- Fixed issue with DS1/DS1R DLC characters' sound effects not loading correctly.
- Fixed issue with DS1/DS1R player character DLC-related sound effects not loading correctly.
(Beta) V5.0-RC4.1
Glitchy pile of shit but it can open Nightreign files
DS Anim Studio v4.9.9 HOTFIX
- Fixed HKX export for DS3 (the fix from v4.9.6 accidentally got undone).
- Fixed issue where modded Demon's Souls DCX files packed with incorrect uncompressed size value wouldn't load (the fix from v4.9.7 accidentally got undone).
DS Anim Studio v4.9.8 HOTFIX
- Fixed issue where DS3 DLC files could not be loaded.