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===Throws=== | ===Throws=== | ||
;States | |||
The first anim state of source (src) and target (tgt) is the "primary" <FromState>. The others <FromState> entries are located in <Shortcut>. | The first anim state of source (src) and target (tgt) is the "primary" <FromState>. The others <FromState> entries are located in <Shortcut>. | ||
;Types | |||
Throw target animations are registered in the TRAC of the throw initiator (AKA the throw source). Target animations are forced onto the other character. Throw target (TRAM*tgt) animations can only cover up to 256 frames (0-255). | Throw target animations are registered in the TRAC of the throw initiator (AKA the throw source). Target animations are forced onto the other character. Throw target (TRAM*tgt) animations can only cover up to 256 frames (0-255). | ||
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The fact that the game has only 17 ''ThrownX'' types is a major limitation - this effectively means that each character can have no more than 17 throws - out of which only 4 are unused by any character in the game. This prevents modders from creating a significant number of throws despite the game allowing great flexibility in creating new throws by mixing Animation States, Animation Types and <Varient> tags. | The fact that the game has only 17 ''ThrownX'' types is a major limitation - this effectively means that each character can have no more than 17 throws - out of which only 4 are unused by any character in the game. This prevents modders from creating a significant number of throws despite the game allowing great flexibility in creating new throws by mixing Animation States, Animation Types and <Varient> tags. | ||
{{divhide|Throw table}} | {{divhide|Throw table for vanilla Oni}} | ||
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{{divhide|end}} | {{divhide|end}} | ||
;Running disarms | |||
Oni offers support for running disarms (originally noticed [[OBD:BINA/OBJC/MELE/MoveList/Throw|HERE]]), which was taken advantage of by Delano's mod [http://mods.oni2.net/node/353 54000 New Combat Moves for Konoko]. | |||
;Forward throws | |||
Scenario: You load two characters into Mod Tool and rotate (+/-180°) the throw target character because you need them to stand face to face as you work on an animation. When you are done animating, the target animation would need to be reversed again. This means multiplying the velocities by -1; the rotation also needs correcting. So it looks like you need *(-1) for the x rotation and -/+180° (depending on your initial change) for the Y rotation. | Scenario: You load two characters into Mod Tool and rotate (+/-180°) the throw target character because you need them to stand face to face as you work on an animation. When you are done animating, the target animation would need to be reversed again. This means multiplying the velocities by -1; the rotation also needs correcting. So it looks like you need *(-1) for the x rotation and -/+180° (depending on your initial change) for the Y rotation. | ||
There is a Blender script implemented within the BlenderOni addon for rotating and adding PositionOffset to a forward throw Target animation. It is capable of adjusting both forward and back throws. The script's old version can be accessed [[Blender/Obsolete scripts#Script for adjusting forward throw targets|HERE]]. | |||
There is a Blender script implemented within the BlenderOni addon for rotating and adding PositionOffset to a forward throw Target animation. It is capable of adjusting both forward and back throws. The script's old version can be accessed [[Blender/ | |||
===Run animations=== | ===Run animations=== |