XML talk:TRAM: Difference between revisions

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m (updating "What we know and not know" (Stand vs Idle anim types) + variant fallback)
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: This gives us two options of how to think of the situation: either consider <FromState> being usually the <CurrentState>, or states exist only between anims and serve as transition rules.
: This gives us two options of how to think of the situation: either consider <FromState> being usually the <CurrentState>, or states exist only between anims and serve as transition rules.


Linking to a followup '''state allows for multiple choices''' of what specific animation comes next. An anim is picked up randomly from a pool of valid animations. Their '''probability or <Weight> is determined by TRAC''' - the anim collection.
Linking to a followup '''state allows for multiple choices''' of what specific anim comes next. An anim is picked up randomly from a pool of valid anims. Their '''probability or <Weight> is determined by TRAC''' - the anim collection.


The Ninja's Moonwalk animation (taunt2) has only a 5% Chance of getting picked up.
The Ninja's Moonwalk anim (taunt2) has only a 5% chance of getting picked.


             <TRACAnimation>
             <TRACAnimation>
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There's also a rare chance that Mai will sneeze if she stands for a long time.
There's also a rare chance that Mai will sneeze if she stands for a long time.


Here's the sneeze animation with Weight 100, but the real chance of getting picked up is still low. Why?
Here's the sneeze anim with Weight 100, but the real chance of getting picked is still low. Why?


             <TRACAnimation>
             <TRACAnimation>
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So, next anim played will be KON'''COM'''idle1 or KON'''COM'''idle2.
So, next anim played will be KON'''COM'''idle1 or KON'''COM'''idle2.


Konoko will eventually calm when her ONCC<FightModeTimer> run down and then KON'''OKO'''idle1 or KON'''OKO'''idle2 will be played.
Konoko will eventually calm down when her ONCC<FightModeTimer> run down and then KON'''OKO'''idle1 or KON'''OKO'''idle2 will be played.


Actually the COMidle will continue until an non-combat animation will break that loop.
Actually the COMidle will continue until an non-combat anim will break that loop.


That is the fallback behavior of anims getting looked up: if the engine cannot find an animation for an active variant (or "mode") it will choose the normal (non-variant) version.
That is the fallback behavior of anims getting picked: if the engine cannot find an anim for an active variant (or "mode") it will choose the normal (non-variant) version.


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