XML:TRAM: Difference between revisions

321 bytes added ,  26 December 2025
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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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