Ooh That's cool, actually I don't see the Destroyer as a Claw wielding class So the same could be added to Slash attack, devastate, and other weapon based skills... if it's not there yet, I haven't tried to give the destro claws
the holding anim has a spaghetti right hand though xD, maybe move the shoulder along with the arm, a bit upwards, or move the arm to face outwards, instead of 90 degrees to the back.
heres an example of what im going on about
dont know it that's possible with the bones though
sorry if im a bit too finicky, its just my perfectionist side talking.
Yes I notice that when playing the animation without a shield to make the gif, is fixed in the current version, the star anim has 7 frames, the loop while holding the sword 5 and the rest is the end anim. At normal speed it's 1 second long. I have it already set up, but I'm still working in the 2h anims, and then I have to adapt them to the Female Body.
Anarch16sync, I've been watching your progress, this is impressive.
Ooh Thanks Kva, coming from you, it means a lot to me. You're the one how inspire me to get into blender and 3ds max, most of what I do is because of your ideas, I just try to take them a bit foward.
mmm... not like the kind words of Phan, Gyt and Twinkle are not important to me, but I kind of get shy when people praise me to much And my perfecionist side doesn't let me enjoy praise for something I knew I can do better
By the way, the full animation pack for Parry should be ready for wednesday, and then I'm going to take some time off cause I have some exams coming.
The parry animation set, I have made 3 version 1h_parry: for 1-handed weapons, 2-handed Sword and Sword&Board
2h_parry: for the others 2-handed weapons.
And dw_parry: the same that 1h but edited a bit to work on dual wielding. All of them should have the "HIT" on the 3rd frame on the End anim. Everything else is up to you guys.
Every set has an Start, loop & end part. Like always here is the link to the .rar file: Destroyer_Special_Parry
By the way, I'm sorry if the quality is a bit lower than the previous ones, but for this one I decided to work from scratch to get my hand on making 100% custom anims, and not edit the ones already in game since that puts some limits to what can be done. And also, now I really apreciate the work of Matt on the anims, is not easy to make them look good
EDIT: Was about to try laying it into the skill and noticed Parry doesn't use a start>loop>end animation currently then I remembered @TwinkleToes requested this for some specific changes he was planning. I'll wait then
then I remembered @TwinkleToes requested this for some specific changes he was planning. I'll wait then
yep they are for my parry system.(Fiora's parry system from LoL actually ) ill show the mechanics of the skill, it only has place holder particles and the damage numbers and other stuff are not in yet, but the foundation of the system is tested and working
heres the start and loop animation, this is what will happen when you just cast parry without getting hit. the start animation is extremely fast because i set the speed to 5, it originally happens in 0.25 seconds but i cut it down to 0.05, which is necessary for the skill to function as a clutch damage evasion mechanic
if you are hit while in the looping animation (which only happens in 0.5 seconds) you will do a counter attack the 1st gif shows me parrying attacks with different timings, to showcase its capabilities. the 2nd gif shows what happens when you dont time the skill properly
i planned on using the shield buffer effect, but if you absorb a hit with a shield, it is not classified as being struck, so the end animation and counter attack wont procc, what i did instead is give the character max dr(75%) and millions of armor, so all damage it takes will be reduced to 1, i also added effects which negate block and dodge, so i dont have to make separate triggerables for them
i still need to adjust some stuff, like the turn rate, cooldown and aoe, etc. i plan to add a stun with 100% ignore resist on the counter attack so it rewards you for parrying, letting you stun bosses if your close enough and counter their big attacks
also for the animations themselves, since the end animation cannot be changed according to equipment type, ill just keep it as the original 1h end animation, and use the 2h wep and dual wielding anims for their start and loop
i can revert the skill back into a spammable defense buffer instead of this, if enough people agree on that.