Rayman UBIArt Games Modding

Discuss tools to aid in the modification and running of Rayman games.

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BrutalDookie777
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Re: Rayman UBIArt Games Modding

Post by BrutalDookie777 »

any news on the anim editor? im genuinely excited for this

sorry for bothering so much on this but yea this is REALLY important
Dark loom
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Re: Rayman UBIArt Games Modding

Post by Dark loom »

hi, i'm starting to make mods for Rayman Origins 3DS, but I can't figure out how to open and edit .tga files.
Is there a tool that can help me open and run them?
or where do you recommend I ask or investigate
WPTheModder
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Re: Rayman UBIArt Games Modding

Post by WPTheModder »

Hi there!

I'm honestly quite surprised that the program you're using can't open .TGA files... It's quite a popular file extension! Do you mind if I ask what you're using to open these files? I personally recommend Paint.net, GIMP, or Krita to open .TGAs. :mrgreen:

Good luck on your modding ventures!
Dark loom
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Re: Rayman UBIArt Games Modding

Post by Dark loom »

I tried using GIMP but it didn't work. I tried many applications and they don't work.

ps: Can I send the files here?
RayCarrot
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Re: Rayman UBIArt Games Modding

Post by RayCarrot »

Dark loom wrote: Mon Apr 27, 2026 11:54 pm hi, i'm starting to make mods for Rayman Origins 3DS, but I can't figure out how to open and edit .tga files.
Is there a tool that can help me open and run them?
or where do you recommend I ask or investigate
The tga/png files in the 3DS version are not actually tga/png files, but rather custom 3DS texture files with ETC1 encoding and a 3DS swizzle applied to it. You can use Kuriimu2 to extract them, but it can't re-encode them. It is possible to use other tools like png2bclim to re-encode the image data, but they're made for other image formats with different headers, so you have to manually hex edit it to adjust it then... In the future I'd like to add support in RCP to convert them, but I haven't implemented that many swizzle algorithms yet and they're kinda a hassle (if someone wants to help that would also be great!). So unless you're comfortable with hex editing then it's sadly not possible atm. The most I can recommend is to use existing texture-replacement features in emulators.
Dark loom
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Re: Rayman UBIArt Games Modding

Post by Dark loom »

RayCarrot wrote: Tue Apr 28, 2026 1:02 pm The tga/png files in the 3DS version are not actually tga/png files, but rather custom 3DS texture files with ETC1 encoding and a 3DS swizzle applied to it. You can use Kuriimu2 to extract them, but it can't re-encode them. It is possible to use other tools like png2bclim to re-encode the image data, but they're made for other image formats with different headers, so you have to manually hex edit it to adjust it then... In the future I'd like to add support in RCP to convert them, but I haven't implemented that many swizzle algorithms yet and they're kinda a hassle (if someone wants to help that would also be great!). So unless you're comfortable with hex editing then it's sadly not possible atm. The most I can recommend is to use existing texture-replacement features in emulators.
I'm sorry, but I haven't been able to extract it with Kuriimu2, I don't know what I'm doing wrong :[
Hunchman801
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Re: Rayman UBIArt Games Modding

Post by Hunchman801 »

Are you getting an errors? Posting them here should make it easier for us to help you. ;)
RayWizard
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Re: Rayman UBIArt Games Modding

Post by RayWizard »

Ramen Oranges wrote: Sat Apr 25, 2026 1:15 pm Here's a preview of the animation editor. It's more or less done at this point, I just want to clean up the UI. Skeleton editor still has a few days to go.
preview.gif
Does it work for other games like Rayman Junge Run. I probably expect it to not work with Legends (maybe it works in Legends idk)
BrutalDookie777
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Re: Rayman UBIArt Games Modding

Post by BrutalDookie777 »

RayWizard wrote: Sat May 02, 2026 6:36 pm Does it work for other games like Rayman Jungle Run.
rayman jungle run and fiesta run both run on the same engine version as origins, so yea i guess
Last edited by Steo on Thu May 07, 2026 2:42 am, edited 1 time in total.
Reason: Fixed quote tags
Ramen Oranges
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Re: Rayman UBIArt Games Modding

Post by Ramen Oranges »

Very close to being done with the editors. Here's a preview of Death Fairy with her updated design from Jungle Run. She has a new bone for her hair strand.
fairypreview.gif
BrutalDookie777
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Re: Rayman UBIArt Games Modding

Post by BrutalDookie777 »

yo this is SICK
im glad theres more news about this and it being showcased with adding news bones
although i have questions
1. how easy is it to use?
2. will this be updated in the future for legends? i dont think the animation system is too different there
Ramen Oranges
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Re: Rayman UBIArt Games Modding

Post by Ramen Oranges »

BrutalDookie777 wrote: Wed May 13, 2026 2:36 am yo this is SICK
im glad theres more news about this and it being showcased with adding news bones
although i have questions
1. how easy is it to use?
2. will this be updated in the future for legends? i dont think the animation system is too different there
It's pretty easy to use. I don't know how different Legend's file format is from Origins so I can't promise anything, but it isn't out of the picture. Everything is more or less done now, I just need to make the ui look good. After that'll I'll have to figure out a dll mod loader (unless that's already a thing?). I'll probably release a test build for you guys to try out soon enough so you can let me know what features are missing/feeling poor.
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Re: Rayman UBIArt Games Modding

Post by HazBlackSlick »

Will this apply to custom sprites or only native to the game?
BrutalDookie777
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Re: Rayman UBIArt Games Modding

Post by BrutalDookie777 »

i guess both because if this works like ubicanvas then you can just insert the edited sprites in there as well as having the native ones

also @ramen oranges i think it'd be better just have it export the animation files with the name you want on it so you add it into the game with rayman control panel (which i think is the only RO modding tool out there)
and can this edit polylines (attack hitboxes)?
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