XML:TRAM: Difference between revisions

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{{XML_File_Header | prev=TRAC | type=TRAM | next=TRAS | name=Totoro Animation}}
{{XML_File_Header | prev=TRAC | type=TRAM | next=TRAS | name=Totoro Animation}}
{{integrate|See {{SectionLink||XSI}}.}}


{{TOCfloat|side=right}}
==General information==
==General information==
TRAM files — animation data for characters — are basically made of three chunks:
TRAM files — animation data for characters — are basically made of three chunks:
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|valign="top"| <Attack>
|valign="top"| <Attack>
|valign="top"| parent tag
|valign="top"| parent tag
| Only 2 attack parts per file are allowed. Normally the target gets only one hit. But if the attack frame ranges of both attack parts are overlapping, then the target can be [http://oni.bungie.org/forum/viewtopic.php?pid=39787#p39787 hit by both of them].
| Only 2 attack parts per file are allowed. Normally the target gets only one hit. But if the attack frame ranges of both attack parts are <span style="font-weight: bold; color: red;">overlapping</span>, then the target can be hit by both of them.
 
Total frames: ==============================
Attack 1:    ---#########<span style="font-weight: bold; color: red;">#####</span>-------------
Attack 2:    ------------<span style="font-weight: bold; color: red;">#####</span>#########----
 
|-
|-
| <Start>
| <Start>
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| <HitLength>
| <HitLength>
| int16
| int16
| Number of frames that the target should remain in his hit animation state when he gets hit. If 20, Oni automatically upgrades the character to a stagger animation.
| Number of frames that the target should remain in his hit animation state when he gets hit. If > 20, Oni automatically upgrades the character to a stagger animation, the length of which is the greater of 30 or <HitLength>.
|-
|-
| <StunLength>
| <StunLength>
| int16
| int16
| Number of frames that the target should remain in his blocking animation state when he blocks the attack. If ≥ 15, Oni automatically upgrades the character to a block stun.
| Number of frames that the target should remain in his blocking animation state when he blocks the attack.
|-
|-
| <StaggerLength>
| <StaggerLength>
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* When setting keyframes, each body part should have moved. This rule of thumb will give a more natural-looking animation.
* When setting keyframes, each body part should have moved. This rule of thumb will give a more natural-looking animation.
* The first body part to be animated is always the pelvis.
* The first body part to be animated is always the pelvis.
* Watch out for pelvis rotations so that the XYZ rotations don't overlap too much, otherwise you will get into a [[wp:Gimbal_lock|gimbal lock]].
* Watch out for pelvis rotations so that the XYZ rotations don't overlap too much, otherwise you will get into a [[wp:Gimbal lock|gimbal lock]].


Also see our [http://oni.bungie.org/forum/viewtopic.php?id=1433 OCF thread].
Also see our OCF thread [http://web.archive.org/web/20220524164331/http://oni.bungie.org/forum/viewtopic.php?id=1433 "Creating new animations (TRAMS) for Oni"].


==Import==
==Import==
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==List of unused animations==
==List of unused animations==
Here are all the known unused animations. These could be recycled in a new mod.
Here are all the known unused animations, with links to videos of them where applicable. These could be recycled in a new mod.


'''From the original game'''
'''From the original game'''
* KONOKOconsole_punch: What the name says (the engine can use that animation depending on the console's configuration, see [[OBD:BINA/OBJC/CONS|CONS]]) .
* KONOKOconsole_punch: What the name says (the engine can use that animation depending on the console's configuration, see [[OBD:BINA/OBJC/CONS|CONS]]) .
* KONOKOlev3_intro: Looks like she's placing something (bomb?) and then running away.
* KONOKOlev3_intro: Looks like she's placing something (bomb?) and then running away.
* KONOKOlev4_undress: From an aborted clothes-changing cutscene.
* [https://www.youtube.com/watch?v=dszw2vmlmzw KONOKOlev4_undress]: From an aborted clothes-changing cutscene.
* KONOKOlev16_bomb: Planting a bomb.
* KONOKOlev16_bomb: Planting a bomb.
* KONCOMsuper_kick: Now used in [[OTA]] as a spawn event, and by the fan-made character [[Shinatama Evolved]].
* KONCOMsuper_kick: Now used in [[OTA]] as a spawn event, and by the fan-made character [[Shinatama Evolved]].
* KONCOMsuper_punch: KONCOMpunch_heavy but without the shouted attack name, has HalfDamage flag, and does 10 less damage in its first attack part.
* KONCOMsuper_punch: KONCOMpunch_heavy but without the shouted attack name, has HalfDamage flag, and does 10 less damage in its first attack part.
* COMPISidle_special1: Comguy checking environment and his gun; meant for a feature that would visually depict an elevation in the AI's level of alertness after, say, hearing a noise.
* [https://www.youtube.com/watch?v=CRuZq_uYOQk COMPISidle_special1]: Comguy checking environment and his gun; meant for a feature that would visually depict an elevation in the AI's level of alertness after, say, hearing a noise.
* STRPISidle_special1: Striker checking his his gun and communicating with an ally (another unused alertness-elevation animation).
* STRPISidle_special1 (see above link): Striker checking his his gun and communicating with an ally (another unused alertness-elevation animation).
* THUGlev1_direct: Thug probably directing a truck driver.
* THUGlev1_direct: Thug probably directing a truck driver.


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