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Paradox-01 (talk | contribs) (removing obsolete ITO notes) |
Paradox-01 (talk | contribs) 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. | 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. | ||
The Ninja's Moonwalk animation (taunt2) has only a 5% Chance of getting picked up. | |||
<TRACAnimation> | <TRACAnimation> | ||
<Weight>100</Weight> | <Weight>100</Weight> | ||
<Animation> | <Animation>TRAMNINCOMtaunt1</Animation> | ||
</TRACAnimation> | </TRACAnimation> | ||
<TRACAnimation> | <TRACAnimation> | ||
<Weight> | <Weight>5</Weight> | ||
<Animation> | <Animation>TRAMNINCOMtaunt2</Animation> | ||
</TRACAnimation> | </TRACAnimation> | ||
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 animation with Weight 100, but the real chance of getting picked up is still low. Why? | ||
<TRACAnimation> | <TRACAnimation> | ||
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</TRACAnimation> | </TRACAnimation> | ||
That's because all '''idle anims''' are in fact of '''type Stand''' while Konoko '''idle_spec3''' is of '''type Idle'''. | |||
The chance of idle type anims to be picked up is determined by ONCC values in <IdleAnimation1Timer> and <IdleAnimation2Timer>. | |||
Anyway, to let an character flow from one anim state to another the <ToState> is used. | |||
Let's say a SBG grenade hit Konoko, TRAMKONOKOblownup1 is played, meaning she falls to her back. | Let's say a SBG grenade hit Konoko, TRAMKONOKOblownup1 is played, meaning she falls to her back. | ||
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Since KONCOMgetup_lt has <ToState>Standing and <Varient>Combat the following idle animation must also have <Varient>Combat. | Since KONCOMgetup_lt has <ToState>Standing and <Varient>Combat the following idle animation must also have <Varient>Combat. | ||
So, next anim played will be | 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. | |||
Actually the COMidle will continue until an non-combat animation 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. | |||
[...] | [...] |
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