Use this when someone wants to look at a ported character's animations by hand. For pictures, use the batch mode instead.
Status partial: the two command-line features below were read from the code. The browse folder setup and the remaining
dialog are team notes from 2026-11-07 and were not re-tested. Do not start DSAS for Stan unless he asks.
What the code gives you
The dsas:// open link
Any command-line argument that starts with dsas:// is handled at startup. The form is:
dsas://open?t=chr&ani=<anibnd path>&chr=<chrbnd path>&suppress_prompts=1&anim=<id>
| Part | Meaning |
|---|---|
open |
The only action. |
t=chr |
Open a character: ani is the anibnd, chr the chrbnd. |
t=parts |
Open a parts binder: part=<partsbnd path> and ani_id=<bind id>. |
t=obj |
Open an object binder: obj=<objbnd path> and ani_id=<bind id>. |
suppress_prompts |
Present with any value: skips the game folder prompt and the model override prompt for this open. |
anim |
Optional. Jumps to this animation after loading. a and _ are stripped, so a000_003000 and 3000 both work. |
no t |
Opens the first entry of the recent files list. |
Paths must be URL-escaped (the batch mode builds the same link with Uri.EscapeDataString).
--use-workspace
Normally DSAS shows the "Setup Workspace" folder picker when it opens a file from a new place. With --use-workspace on
the command line, the picker is skipped when both are true:
_DSAS_WORKSPACE.jsonexists in the same folder as the opened file;- its
GameDirectoryis not empty.
If the file is missing, the picker shows as usual.
Steps
-
Make a browse folder that is its own mod root. DSAS resolves
/chr/<id>.anibnd.dcxthroughModEngineDirectory, not through the file you opened. So the folder needs its ownchr\with the character files.- Use real copies of the anibnds, not links into a release. A DSAS save rewrites the anibnd.
- Team note:
S:\_modding\dsas-eclipse-0082is such a folder for the 0.0.82 ports. Its workspace file exists (chr\_DSAS_WORKSPACE.json) and pointsModEngineDirectoryat the folder itself.
-
Put
_DSAS_WORKSPACE.jsonin thechr\folder, next to the anibnds. Fields:GameDirectory(the NRGamefolder),ModEngineDirectory(the browse folder),LoadLooseParams,LoadUnpackedGameFiles,DisableInterrootDCX. -
Start DSAS with the link and the switch:
"DS ANIM STUDIO.exe" "dsas://open?t=chr&ani=<escaped anibnd path>&chr=<escaped chrbnd path>&suppress_prompts=1" --use-workspace -
A "Choose Character Model" dialog may still show. Team note (2026-11-07):
suppress_promptsdid not skip it, and the launch script clicked its OK button. In the code,suppress_promptsdoes set the flag that this prompt checks, so this may differ by character. Not re-tested.
How to tell it worked
The character shows in the viewport with its animation list on the left. On load the fork's camera fits the narrower side of the viewport with a 1.6 margin, so the whole character with its weapon is in view.
What goes wrong
- The folder picker shows anyway. The workspace file is not next to the file you opened, or
GameDirectoryis empty. - The wrong files load.
ModEngineDirectorypoints somewhere else than the browse folder. - Animations do not play until the window is clicked. DSAS stops updating when it is not focused. The setting is "Stop Updating When Window Not Focused" in the Toolbox window. Team note: it was switched off in the saved config on 2026-11-07.
- A batch run changed the window layout. See the last item in Take batch screenshots.