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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}}.}} | |||
==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: | ||
| Line 660: | Line 660: | ||
|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 | | 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> | ||
| Line 696: | Line 701: | ||
| <HitLength> | | <HitLength> | ||
| int16 | | int16 | ||
| Number of frames that the target should remain in his hit animation state when he gets hit. If | | 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 | | 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: | * 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 | 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. | ||