To use it you add the .vd in your muls with Uofiddler => animation => settings => animation edit => add the .vd => misc => save.
In the tiledata you put layer 2, wearable and the ID in decimal in anim then save changes => save tiledata.
You go to the gump tab => right click => insert ad => in hexadecimal you add 50,000+ id of the anim in decimal. Example 1937 Decimal anim ID => therefore gump 51937 (male) and therefore an insertad = 0xCAE1 => right click => replace => ad paperdoll =>right click => save.
For those who add their animation in the anim4 or anim5.mul etc ...
Remember to add your bodyconv.def with example: 1937 -1 -1 637 -1 => it means that I added to the ID 637 of the anim4.mul but for the script, tiledata etc ... it will be the place 1937 taken on the anim.mul.
For the graphics: I recall that it is only the actions in "peace". I did not do the fights because here it is mainly for the RP.
For the colors:
If you add in the tiledata partialhue you will only have the petals which will colorize. I didn't do a complete pixel desaturation to avoid having a "micro" karaoke effect lol
If you still have some customer problems you still need the mobtypes. So in my example it will be 1937 EQUIPMENT 0
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