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How to install

This is the recommended way to install either the free or the Patreon JB2A module.

Free module

The free module could be considered a demo of our module on patreon. We’re working hard to ensure that the module has all the animated assets we’ve made, minus their colour variations and a few exceptions to comply with licensing requirements.

It’s a good place to start, if you want to discover the whole FoundryVTT effects environment before committing yourself to our Patreon module. Simple to install, and can be updated directly on FoundryVTT.

The installation process may differ depending on your hosting method. Select the corresponding tab below.

  1. Go to the FoundryVTT landing page and click on the “Add-On Modules” tab.

    Landing Page of FoundryVTT

  2. Click on the “Install Module”

    Add-On Modules Tab on FoundryVTT

  3. Search for JB2A and click “Install” and the installation process will occur.

    Researching JB2A in the 'Install Module' window

  4. Once installed, you need to enable our module in your world. Start your world and click on “Manage Modules” in the Settings tab.

    Open 'Manage Module' in the world settings

  5. Finally find our module and enable it. That’s it, our free module is ready for you to use.

    Enabling our module in the Module Management window

Patreon module

Our Patreon module has all the assets we’ve produced since the early days of JB2A, with a few exceptions to comply with licensing requirements. Currently, the zip file size is around 6.5GB (as of october 2024).

The installation process may differ depending on your hosting method. Select the corresponding tab below.

  1. You must have an account and subscribe to any tier on our Patreon. They all have access to the same module. To find out more about how our Patreon works, click here.

    Patreon homepage of JB2A

  2. Find the Master Post, it’s a pinned post in the “Home” section. It will always be at the top of the list of recent posts.

    Preview of the Master Post

  3. Consult the Master Post section called “Download Links”.

  4. Under “Manifest Link”, right-click on the link and “Copy Link Address”.

    Copy the Manifest Link

  5. Go to the FoundryVTT landing page.

    Landing Page of FoundryVTT

  6. Click on the “Install Module”.

    Add-On Modules Tab on FoundryVTT

  7. Paste the manifest link inside the field named “Manifest URL”. Click “Install” and the installation process will occur.

    Pasting the manifest link and click on 'Install'

  8. Once installed, you need to enable our module in your world. Start your world and click on “Manage Modules” in the Settings tab.

    Open 'Manage Module' in the world settings

  9. Finally find our module and enable it. That’s it, our Patreon module is ready for you to use.

    Enabling our module in the Module Management window

Manual Install

If you’re having issues with the manifest link for whatever reason or you have downloaded the “Complete Collection” zip as a backup and need to re-install our module, here’s how.

  1. Download and Extract the “Complete Collection” zip somewhere on your hard drive.

  2. Browse to your FoundryVTT User Data folder. There are two ways to locate this folder.

    • If you have the App installed, you can right-click the FoundryVTT icon in your taskbar and choose “Browse to User Data”
    • Otherwise, on the home page of FoundryVTT, click the gear icon to change the configuration settings and the User Data folder path will appear there.

    Preview of the Master Post

  3. Inside the User Data folder, open the modules folder.

  4. Create a folder called exactly jb2a-patreon. It’s case-sensitive.

  5. Back to our extracted zip, we want to drag the files inside over to the newly created jb2a_patreon folder. The file transfer might take a while, it’s a large amount of data! Once finished, it should look like this:

    • Directorydata
      • Directorymodules
        • Directoryjb2a-patreon
          • Directoryartwork/
          • DirectoryLibrary/
          • Directorypacks/
          • Directoryscripts/
          • module.json
      • Directorysystems/
      • Directoryworlds/
  6. Restart your FoundryVTT server.

  7. That’s it! You should be able to enable our module in any of your worlds!

How to use

JB2A + FoundryVTT core

What is described in this subsection applies to any game system and without additional modules. In other words, with the FoundryVTT core.

Our assets are in the Library folder in our modules. Once in the FoundryVTT data folder, you’ll find them in this location:

  • Directorydata
    • Directorymodules
      • Directoryjb2a-moduleName
        • Directoryartwork/
        • DirectoryLibrary/
        • Directorypacks/
        • Directoryscripts/
        • module.json
    • Directorysystems/
    • Directoryworlds/

To use an animated asset as a tile to a FoundryVTT canvas, follow the instructions on the official website. FoundryVTT Tiles Documentation

JB2A + Automated Animations

Trigger your first effect

Before embarking on this step, read the “Prerequisites” and “Understanding Animation” secions first or you’ll be missing the basics to understand what you’re doing.

This step-by-step guide is for the DnD5e gaming system. Some things may be different depending on the game system you wish to use. If Automated Animations is compatible with your game system, only the character sheet part will need to be adapted.

List of compatible game systems for Automated Animations
Requirements

To follow this guide, here’s what you need:

  • FoundryVTT
    • A world for the DnD5e game system.
  • Modules
    • Sequencer from Fantasy Computerworks.
    • Automated Animations from Otigon.
    • Our Free or Patreon module.

These modules must be installed with their dependencies. FoundryVTT will alert you when this is the case. Make sure they are all updated. Then all these modules must be activated in your world.

Versions

Here are the different versions used to produce this guide. You don’t need to have exactly the same versions. However, you should be aware that there may be some differences depending on the versions you use.

Version of FoundryVTT and D&D5e game system used in this guide

Versions of modules used in this guide

Scene setup
  1. First, import two actors from the SRD compendium and drag and drop them onto the canvas. We’ll use Akra as the Player Character and an Acolyte as the Non-Player Character.

    Actor Compendiums from the D&D5e game system

    Canvas on FoundryVTT with 2 tokens

  2. Automated Animations has a number of animated effects already configured. There are only a few of them and they serve as a reference. To access the Automated Animations menu, which we’ll call the Autorec menu from now on:

    1. Go to the Settings tab
    2. Click on Configure Settings.
    3. Then select Automated Animations in the sidebar
    4. And click on Launch Menu.

    Accessing the Automatic Recognition Menu

  3. Explore the Autorec Menu. There are various tabs for creating or customising effects (Melee - Active Effects), Settings, and Diagnostics (to help you troubleshoot any problems).

    Automatic Recognition Menu

  4. Quick Tip: To simplify access to the menu, Automated Animations provides a macro allowing you to open this window directly from the hot bar.

    1. At the top of the Autorec Menu window, click Settings.
    2. At the bottom of this window, there is an area called Automatic Recognition Menu Macro, click on the area and drag the macro into the hot bar.
    3. To return to the Autorec Menu, you can now either:
      • Close the window and use the macro,
      • or click on Main Menu.

    Automatic Recognition Menu, Settings Window

  5. Back on the canvas, with Akra, we’re going to attack the Acolyte with his mace.

    1. First, target the Acolyte,
    2. then, select Akra.
    3. Finally, trigger the attack from his character sheet.
    4. The animation should be triggered after rolling the dice. You’ve just triggered your first animated effect!

  6. But why stop there? Now, move Akra a few dozen feet away from the Acolyte, check that he still has his target and make an attack with the light crossbow. An animation should be triggered when you roll the dice.

  7. Then try Fog Cloud. The animation should be triggered after you place the template on the canvas.

    In this case, there are two options for deleting the template: Click on the Template tool in the FoundryVTT left-hand toolbar and delete the template.

    Alternatively, go to the Sequencer Manager, the button on the left-hand bar of FoundryVTT. This is where you’ll find all the persistant animation on the Canvas. Then go to the template tool to remove the template from the canvas.

  8. Finally do the same thing with Inflict Wounds. Normally, if you have exactly the same setup, there are no animations after triggering the attack. This is perfectly normal!

  9. Open the Autorec menu and look at the melee tab. You’ll see that the Mace is there. All our melee attack animations must be configured in this tab to work correctly.

    Automatic Recognition Menu, Melee Tab

  10. Then go to the Range tab, and you’ll see that there’s only the Crossbow preset and not Light Crossbow. This is because Automated Animations has recognised part of the name of the weapon and used this effect. All our ranged attack animations must be configured in this tab to work correctly.

    Automatic Recognition Menu, Range Tab

  11. In the Template tab, you’ll find Fog Cloud. This is where all spells/abilities similar to it must be configured. Whether it’s a square, circular, conical template, etc…

    Automatic Recognition Menu, Template Tab

  12. Inflict Wounds is a bit special. It could be possible to configure it in the melee tab but also in the On Token tab, depending on the animations you want to use. This was simply to illustrate what follows.

  13. Automated Animations has very few pre-configured animated effects. These are generally called Effects. Depending on the game system you are using, there are several options available to you:

    • If you are using D&D5e, you can install the D&D5e animations module made by Vauxs among others. It can be downloaded and installed via FoundryVTT directly.
    • If you are using PF2e, you can install the PF2e Animations module or the PF2e Graphics module, which is currently under development. They can be downloaded and installed via FoundryVTT directly.
    • For other game systems, you can join our Discord server, in the channel #aa-autorec-sharing, where people may have shared their presets. For example Cyberpunk and Warhammer.
    Join our Discord
  14. This is where the guide ends. To go further with Automated Animations, we recommend that you read its documentation. Otigon has explained everything in more detail. For example :

    How to configure an Effect About persistent Effects