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XML:TRAM: Difference between revisions

107 bytes added ,  26 March 2023
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Also see our [http://oni.bungie.org/forum/viewtopic.php?id=1433 OCF thread].
Also see our [http://oni.bungie.org/forum/viewtopic.php?id=1433 OCF thread].
==Import==
onisplit -create output_path path_to\TRAMname.xml
==Speeding up existing animations==
s10k has created an XmlTools script that allows the speed-up of any existing TRAM by removing frames. More information and download link [http://mods.oni2.net/node/354 here.]


==Attacks==
==Attacks==
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:5. If you need this information for a patch mod, run "-extract:xml" on the TRAMsomething.oni you've created <u>without</u> using "-anim-body". Now you can copy the Extents and AttackRing data to your XML patch. For an example of how the patch should look, see the [http://mods.oni2.net/node/311 Domino Knockdowns] mod.
:5. If you need this information for a patch mod, run "-extract:xml" on the TRAMsomething.oni you've created <u>without</u> using "-anim-body". Now you can copy the Extents and AttackRing data to your XML patch. For an example of how the patch should look, see the [http://mods.oni2.net/node/311 Domino Knockdowns] mod.


==Combos==
==Import==
onisplit -create output_path path_to\TRAMname.xml
 
==Common operations on animations by the community==
===Speeding up existing animations===
s10k has created an XmlTools script that allows the speed-up of any existing TRAM by removing frames. More information and download link [http://mods.oni2.net/node/354 here.]
 
==Selected notes on animation types==
===Combos===
The type and order of player input for triggering a given animation type (such as PPK) is hardcoded, and new animation types cannot be created. To assign an animation type to a specific combo attack, you set a corresponding value in <Lookup><Type>.
The type and order of player input for triggering a given animation type (such as PPK) is hardcoded, and new animation types cannot be created. To assign an animation type to a specific combo attack, you set a corresponding value in <Lookup><Type>.


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# It enables <Pause><Soft> and <Pause><Hard>.
# It enables <Pause><Soft> and <Pause><Hard>.


==Just Frame input==
===Just Frame input===
Implemented by Delano762, inspired by the game series Tekken, a Just Frame ("JF") move means that you have to press certain keys (W+K or W+P) at the exact same time, which is more difficult than it might sound. Delano's mod [http://mods.oni2.net/node/353 54000 New Combat Moves for Konoko] has a collection of animations which utilize existing animation states differently to create new moves.
Implemented by Delano762, inspired by the game series Tekken, a Just Frame ("JF") move means that you have to press certain keys (W+K or W+P) at the exact same time, which is more difficult than it might sound. Delano's mod [http://mods.oni2.net/node/353 54000 New Combat Moves for Konoko] has a collection of animations which utilize existing animation states differently to create new moves.


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Note that these animations are referred to as JF moves, not JF combos. The Crescent Moon Kick, as mentioned above, is an unintentional JF combo found in vanilla Oni.
Note that these animations are referred to as JF moves, not JF combos. The Crescent Moon Kick, as mentioned above, is an unintentional JF combo found in vanilla Oni.


==Throws==
===Throws===
Throw target animations are registered in the TRAC of the throw initiator (AKA the throw source). Target animations are forced onto the other character, removing the need to have that animation in the target's TRAC. Throw target (TRAM*tgt) animations can only cover up to 256 frames (0-255).
Throw target animations are registered in the TRAC of the throw initiator (AKA the throw source). Target animations are forced onto the other character, removing the need to have that animation in the target's TRAC. Throw target (TRAM*tgt) animations can only cover up to 256 frames (0-255).


===Forward throws===
====Forward throws====
Scenario: You load two characters into Mod Tool and rotate (+/-180°) the throw target character because you need them to stand face to face as you work on an animation. When you are done animating, the target animation would need to be reversed again. This means multiplying the velocities by -1; the rotation also needs correcting. So it looks like you need *(-1) for the x rotation and -/+180° (depending on your initial change) for the Y rotation.
Scenario: You load two characters into Mod Tool and rotate (+/-180°) the throw target character because you need them to stand face to face as you work on an animation. When you are done animating, the target animation would need to be reversed again. This means multiplying the velocities by -1; the rotation also needs correcting. So it looks like you need *(-1) for the x rotation and -/+180° (depending on your initial change) for the Y rotation.


====BlenderOni Throw Adjust====
=====BlenderOni Throw Adjust=====
There is a Blender script implemented within the BlenderOni addon for rotating and adding PositionOffset to a forward throw Target animation. It is capable of adjusting both forward and back throws. The script's old version can be accessed [[Blender/Obsolete_scripts#Script_for_adjusting_forward_throw_targets|HERE.]]
There is a Blender script implemented within the BlenderOni addon for rotating and adding PositionOffset to a forward throw Target animation. It is capable of adjusting both forward and back throws. The script's old version can be accessed [[Blender/Obsolete_scripts#Script_for_adjusting_forward_throw_targets|HERE.]]


===Excel macro===
====Excel macro====
[[Image:Animation_macro_v4.png|right|thumb]]
[[Image:Animation_macro_v4.png|right|thumb]]
For all TRAMs except overlays. [https://www.youtube.com/watch?v=vDTPYfvMf4M Demo vid here].
For all TRAMs except overlays. [https://www.youtube.com/watch?v=vDTPYfvMf4M Demo vid here].
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* If you are not afraid of VBA code, you can enter the dev environment by hitting Alt+F11. If you want to extend the attack library with more screenshots and settings, search for "LibraryThrows", " LibraryAttack", "Picture", and "CBAttackHelp.AddItem".
* If you are not afraid of VBA code, you can enter the dev environment by hitting Alt+F11. If you want to extend the attack library with more screenshots and settings, search for "LibraryThrows", " LibraryAttack", "Picture", and "CBAttackHelp.AddItem".


==Run animations==
===Run animations===
Here's a breakdown of the Striker's run animations, meant as an illustration for what would be needed to make new run TRAMs.
Here's a breakdown of the Striker's run animations, meant as an illustration for what would be needed to make new run TRAMs.


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