News:

SMFNew Installed

+-+-

User+-

Welcome, Guest.
Please login or register.
 
 
 

Login with your social network

Forgot your password?

Site Stats+-

Members
Total Members: 728
Latest: Cho
New This Month: 0
New This Week: 0
New Today: 0
Stats
Total Posts: 10932
Total Topics: 795
Most Online Today: 298
Most Online Ever: 854
(September 18, 2024, 07:49:37 am)
Users Online
Members: 0
Guests: 316
Total: 316

Author Topic: [Animation] Some new animations for Characters models  (Read 28901 times)

0 Members and 79 Guests are viewing this topic.

Re: [Animation] Some new animations for Characters models
« Reply #15 on: »
Well Guys I'm back, and the Desvastate Animation is complete.

The pack has 3 animations, a 2h/Sword&Board Animation loop, a DW animation loop, and and End animation. I didn't make a start animation because even if the TL1 desvastate skill has a start animation, It wasn't being played when you cast the skill (I checked).

Like before here is the preview:
Male
Spoiler (hover to show)
Female
Spoiler (hover to show)

And here is the file:
Destroyer_Special_Devastate.rar

Since the animation is just an adaptation from the TL1 animation, this keys should work for it:
Code: [Select]
[ANIMATION]
<STRING>FILE:special_devastate_loop.skeleton
[KEY]
<STRING>NAME:FOOTSTEP
<FLOAT>FRAME:3.447533
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:FOOTSTEP
<FLOAT>FRAME:5.931148
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:FOOTSTEP
<FLOAT>FRAME:24.46598
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:FOOTSTEP
<FLOAT>FRAME:44.8543
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:FOOTSTEP
<FLOAT>FRAME:48.56524
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:DAMPVELOCITY
<FLOAT>FRAME:6.240061
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:UNDAMPVELOCITY
<FLOAT>FRAME:14.95143
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:DAMPVELOCITY
<FLOAT>FRAME:27.24621
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:UNDAMPVELOCITY
<FLOAT>FRAME:34.22766
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:DAMPVELOCITY
<FLOAT>FRAME:45.84283
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:UNDAMPVELOCITY
<FLOAT>FRAME:50.90902
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:DAMPVELOCITY
<FLOAT>FRAME:61.10318
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:FOOTSTEP
<FLOAT>FRAME:58.19939
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:FOOTSTEP
<FLOAT>FRAME:59.92931
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:HIT
<FLOAT>FRAME:1.948605
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:HIT
<FLOAT>FRAME:18.13702
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:HIT
<FLOAT>FRAME:36.27404
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:HIT
<FLOAT>FRAME:59.12613
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:PLAYSOUND
<FLOAT>FRAME:0.8993561
<INTEGER>PARTICLECOUNT:1
<STRING>SOUND:WARRIOREFFORT
[/KEY]
[KEY]
<STRING>NAME:PLAYSOUND
<FLOAT>FRAME:34.4748
<INTEGER>PARTICLECOUNT:1
<STRING>SOUND:WARRIOREFFORT
[/KEY]
[KEY]
<STRING>NAME:SHOWWEAPONTRAIL
<FLOAT>FRAME:0.1853484
<STRING>LAYOUT:media\particles\textures\trail\trailfire.dds
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:HIDEWEAPONTRAIL
<FLOAT>FRAME:9.614726
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:SHOWWEAPONTRAIL
<FLOAT>FRAME:16.18088
<STRING>LAYOUT:media\particles\textures\trail\trailfire.dds
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:HIDEWEAPONTRAIL
<FLOAT>FRAME:26.01055
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:SHOWWEAPONTRAIL
<FLOAT>FRAME:35.17583
<STRING>LAYOUT:media\particles\textures\trail\trailfire.dds
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:HIDEWEAPONTRAIL
<FLOAT>FRAME:47.40919
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:SHOWWEAPONTRAIL
<FLOAT>FRAME:57.45799
<STRING>LAYOUT:media\particles\textures\trail\trailfire.dds
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:HIDEWEAPONTRAIL
<FLOAT>FRAME:66.95132
<INTEGER>PARTICLECOUNT:1
[/KEY]
[KEY]
<STRING>NAME:UNDAMPVELOCITY
<FLOAT>FRAME:67.39443
<INTEGER>PARTICLECOUNT:1
[/KEY]
[/ANIMATION]

Re: [Animation] Some new animations for Characters models
« Reply #16 on: »
Alright!  Putting Devastate in right away.

Re: [Animation] Some new animations for Characters models
« Reply #17 on: »
Well Guys I'm back, and the Desvastate Animation is complete.

YESSSS! Thanks for this great work Anarch, looks really good! 8)


Re: [Animation] Some new animations for Characters models
« Reply #18 on: »
Hey, No problem guys. Now, if you need another animation for the skills just let me now. Maybe I will try to make some cool animation for the character select screen. 8)

Re: [Animation] Some new animations for Characters models
« Reply #19 on: »
Hey @Anarch16sync , @gytfunke mentioned in the latest TL1CP files update he passed to me, that the new Stampede animation you made was malfunctioning. He mentioned it behaves as if the player is teleporting rapidly across the map.

Is it possible there are keys in the anim causing the skill to fire twice (or something like that)?


Re: [Animation] Some new animations for Characters models
« Reply #20 on: »
mmm... I'm not sure, I'll take a look at the animation and see how it works in GUTS, and comeback to you guys.

Re: [Animation] Some new animations for Characters models
« Reply #21 on: »
Sorry, nix that.  PJ, that was an old update using a previous version of the animation.  Anarch's is working fine.

Re: [Animation] Some new animations for Characters models
« Reply #22 on: »
Well, everything is good then, I actually test the animation replacing it in the Shield Bash skill, and worked fine.

Re: [Animation] Some new animations for Characters models
« Reply #23 on: »
Sorry, nix that.  PJ, that was an old update using a previous version of the animation.  Anarch's is working fine.

Sorry sorry! Yes after merging Gyt's updates and repacking the .MOD I saw it was working fine :o Sorry for the false alarm Anarch!


Re: [Animation] Some new animations for Characters models
« Reply #24 on: »
Hey Guys, just a quick sneak peak at the WIP for the Parry animation.

Spoiler (hover to show)

The animation still need a bit of polishing but the general feel of the attack is ready. I still need to also edit the left hand so it also usable with DW. Tell me how do you see it, and if you feel is alright for the Skill.

Re: [Animation] Some new animations for Characters models
« Reply #25 on: »
hmm that parry animation seems like it would suit a skill like chain vortex more.

i checked back on your earlier posts and you suggested something like fioras parry for the destro and i agree :D
what i would do
is make animations for a channeling skill where the character holds a position in where it looks like its ready to lunge out
something like this:
Spoiler (hover to show)
that would be the channeling animation

then a quick animation end where the character releases an attack(probably 0.2-0.3 seconds long)
Spoiler (hover to show)

Btw all these were taken from Special_dart_fan,
maybe you could deconstruct that animation and use it as a base for what im thinking of

anyways for the skill itself, the character would channel for 0.5 seconds(possibly shorter if its too op) and be immune to all damage,
if the character is hit.
the skill will end, triggering the end animation and dealing damage to stuff while removing the invincibility

if the character is not hit
the skill will simply end without an animation and no damage effect

ive already got the coding figured out in my head, and could probably make a version using deadlock's animations, if i do ill post up a gif to show exactly how the skill would work mechanically.

that's my opinion(and wishful thinking), if you actually do my animation concept that would be sweet, but if not, i would just keep the original concept of parry as a spamable defense boosting skill, instead of a twitch based damage avoidance skill

« Last Edit: September 01, 2015, 01:37:31 am by TwinkleToes »

Re: [Animation] Some new animations for Characters models
« Reply #26 on: »
Well, luckily this is the early phase, I have better idea for that kind of skill, but the anim wouldn't work on the actual set up.

For this set up you are describing I'm going to make something like this:
Spoiler (hover to show)

for 0.5 or less and then the hit.

Is better to do it all in one animation or do you want an Start, loop, end set up?

Re: [Animation] Some new animations for Characters models
« Reply #27 on: »
oo awesome :D
i didnt even think about using iaijutsu(quick draw) as a parry skill  :D

it would be best with a start > loop > end
as that's the only way you can easily do a fiora style parry skill in my mind

make the start > loop transition as quick as possible, so the skill can be used to quickly react to incoming damage, like an actual parry
the end animation has to be quite fast also, so the player isnt forced to stay in one spot for too long after proccing the skill

Re: [Animation] Some new animations for Characters models
« Reply #28 on: »
Ok, don't worry the full cycle won't have more than 40 frames.  :D

The skill will look great 8)

Re: [Animation] Some new animations for Characters models
« Reply #29 on: »
Well here is a preview of the work for parry  :P

Hope for some feedback
Spoiler (hover to show)

This anim works for 1h, and sword&board, not for claws...

If this one is ok, I'm going to start working on the 2h anim

 

Recent Topics+-