DRAKHYSYS INFINITY WORKBENCH V4.8.8.12
CREATURE ANIMATION CREATOR

A new tab has been added:
    CREATURE ANIMATION CREATOR

It is also available as a standalone tool:
    START_CREATURE_ANIMATION_CREATOR.bat

WHAT IT DOES

1. NEW CUSTOM ANIMATION SLOT
   - Reads the current BG2EE chitin.key.
   - Scans existing .INI animation slots and override resources.
   - Finds a free animation slot.
   - Creates a BG2EE creature-animation INI.
   - Safely appends the new symbol to the FULL ANIMATE.IDS.
   - It never creates a tiny replacement ANIMATE.IDS that would hide stock identifiers.
   - Copies the required BAM resources into override.
   - Patches selected CRE V1.0 files at animation ID offset 0x28.
   - Backs up files before overwriting existing override resources.

2. SUPPORTED INITIAL ANIMATION FAMILIES
   - Monster 7000, default safe custom range 7300-73FF.
   - Ambient Static B000.
   - Ambient C000, including list_type=2 option for flying/ambient controller behavior.
   - Flying D000.

3. PNG -> BAM V1 CREATOR
   - Makes real uncompressed BAM V1 files directly from transparent PNG frames.
   - Frame naming:
         C000_F000.png
         C000_F001.png
         C001_F000.png
         ...
   - C = cycle number.
   - F = frame order inside that cycle.
   - Missing cycle numbers are emitted as empty BAM cycles.
   - Transparent pixels use BAM transparency index 0.
   - Global 255-color palette is built automatically.
   - Bottom-center creature anchor is the default; center and X/Y offsets are available.

MONSTER 7000 EXAMPLE

For resref DRKA:
    DRKAG1.BAM
    DRKAG2.BAM

G1 cycle map:
    0-8   walk
    9-17  ready
    18-26 head-turn / stand
    27-35 hit
    36-44 die
    45-53 twitch
    54-62 sleep
    63-71 get-up

G2 cycle map:
    0-8   attack 1
    9-17  attack 2
    18-26 attack 3
    27-35 attack 4
    36-44 attack 5
    45-53 spell/conjure
    54-62 cast

FLYING D000 EXAMPLE

One BAM such as:
    DRKBIRD.BAM

Cycles:
    0-8   still directions
    9-17  flapping/flying directions

CRE PATCHING

BG2EE CRE V1.0 stores its animation ID at offset 0x28.
The editor changes only that field when applying a custom animation to a CRE.

IMPORTANT

A custom creature animation is not only an animation number. BG2EE needs:
    ANIMATE.IDS entry
    hexadecimal animation INI (for example 7303.INI)
    required BAM resources
    CRE animation ID = the same numeric slot

The INSTALL TO GAME function handles these together.

This update does not change the existing map exporter, WED/TIS/PVRZ/MOS code,
area transitions, actor placement, Creature Factory, DRAKAREA defaults, or compiler.
