Animation ideas: Difference between revisions

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{{Brainstorm}}
{{Brainstorm}}
This is a place for the discussion and implementation of animation and melee profile changes. Too much of this stuff happens in Yahoo and is forgotten about. :)


=Characters=
This is a place for the discussion and implementation of animation and melee profile changes.
==Barabus==
==BGI==
==Comguys==
===Radio Saber===
Give Comguys [http://geyser.oni2.net/pics/GIF/Tanker_TH_weapon_specialmove.gif this move] (the gif makes it seem like it has a short reach, but it doesn't) as a heavy kick, using the "Radio Saber!" attack sound. [[User:Gumby|Gumby]] 13:07, 23 May 2009 (UTC)
:I like this idea. --[[User:Iritscen|Iritscen]] 20:06, 23 May 2009 (UTC)


==Civilians==
==Characters==
==Elites==
===Barabus===
==Furies==
===BGI===
==Konoko==
===Comguys===
I think we should attach a slight motion blur to Konoko's dashing anims. I remember back when I started playing, there wasn't an obvious cue that I was actually dashing. (Look at TCTF's rifle heavy kick to see the type of blur i mean). [[User:Gumby|Gumby]] 18:53, 23 May 2009 (UTC)
===Civilians===
===Elites===
===Furies===
===Konoko===
===Mukade===
'''Scared to death.'''


==Motoko==
Non-combat bk p throw:  
===Her *male* Animations===
Someday, someone is going to have to make a whole new group of Motoko animations with female pelvis heights, so she doesn't have odd floating\sinking animations. [[User:Gumby|Gumby]] 13:26, 23 May 2009 (UTC)


==Mukade==
Mukade's head is very near, he advances even more that it comes into field of vision. His eyes are two red flashes. "Hallo..." With a chance of 1% you can hear Mukade laugh.
==Muro==
==Mutant Muro==
==Ninjas==
===Shadow Dashing===
Any thoughts on my sneaky ninjas? [[User:Gumby|Gumby]] 13:18, 23 May 2009 (UTC)
:While it's a really cool trick, I can't really vote "yes" on adding this because the AI can't take advantage of it. Plus one could question whether ninjas can teleport, but that objection would only apply to regular ninjas, not the "Super Ninja". If we could teach Mukade to use this ability, I would be all for giving it to him. --[[User:Iritscen|Iritscen]] 20:06, 23 May 2009 (UTC)
::The AI takes advantage of the move already. I'm not sure how much more they need "taught", other than doing creepy dashing through bodies and turning and attacking...[[User:Gumby|Gumby]] 20:09, 23 May 2009 (UTC)


==Snipers==
Opponent falls to the side, scared, searching for distance while looking at Mukade. If there was an edge, he falls down maybe to his death.
===Startled Animation===
Any way we could stop them (and possibly maybe anyone else) from firing while started? They are trained mercenaries, this shouldn't happen...[[User:Gumby|Gumby]] 13:15, 23 May 2009 (UTC)
:They're just very high-strung mercenaries. Okay I guess I agree with you, but it's gonna hurt if we fix that, and first shots with the Bow are always accurate. I like getting a warning shot so I have time to take cover before the next one. --[[User:Iritscen|Iritscen]] 20:06, 23 May 2009 (UTC)


==Strikers==
==Tankers==
===Fw+Kick Throw combo===
The Fw+kick throw comboing into fw+kick and fw+punch in the beta_combat you sent me was pretty awesome. Keep it. :) [[User:Gumby|Gumby]] 13:12, 23 May 2009 (UTC)


==TCTF==
'''A swift shadow.'''
==TCTF SWAT==
 
==Thugs==
Non-combat bk k throw:
 
Mukade imitates wind sounds at opponent's left ear, he crouch and circles the opponent so that they are stand back to back. If Mukade leaves the places quickly he will be unnoticed.
 
===Muro===
===Mutant Muro===
===Ninjas===
===Snipers===
===Strikers===
===Tankers===
===TCTF===
===TCTF SWAT===
===Thugs===
I'm going to come out and say it right now: Thugs suck. Badly. Its not an animation thing, its a melee profile thing. They just have poor AI, probably done on purpose. Not fighting well is one thing...but when you can lie on the ground in front of them and watch them run and run and run into you without using a ground attack, something is wrong, IMO. [[User:Gumby|Gumby]] 13:17, 23 May 2009 (UTC)
I'm going to come out and say it right now: Thugs suck. Badly. Its not an animation thing, its a melee profile thing. They just have poor AI, probably done on purpose. Not fighting well is one thing...but when you can lie on the ground in front of them and watch them run and run and run into you without using a ground attack, something is wrong, IMO. [[User:Gumby|Gumby]] 13:17, 23 May 2009 (UTC)
:I think that Thugs are appropriately bad at fighting. The only thing that does bother me is their lack of ability to use a ground attack. Continuously running into your [[wiktionary:supine|supine]] body is pretty lame. --[[User:Iritscen|Iritscen]] 20:06, 23 May 2009 (UTC)
:I think that Thugs are appropriately bad at fighting. The only thing that does bother me is their lack of ability to use a ground attack. Continuously running into your [[wiktionary:supine|supine]] body is pretty lame. --[[User:Iritscen|Iritscen]] 20:06, 23 May 2009 (UTC)


=Mechanics=
==Mechanics==
==Getups==
===Aiming screens===
==Knockdowns==
The shoulder joints of males look awkward for rifle aiming, and more generally extreme aiming angles look funky. This could be fixed by editing or adding keyframes in the aiming screen TRAM; however, there is still no reasonable pipeline for that. --[[User:Geyser|geyser]] 05:22, 22 September 2008 (CEST)
:Another issue is that KONRIF side rolls use an aiming screen. On one hand, it allows her to keep shooting while in the middle of a roll, which is cool. On the other, the weapon stays upright when aiming and rotates 360° through Konoko's fist, which is uncool (of course, it only shows up in slowmo and/or side view). There is no solution apart from disabling the aiming screen on KONRIF side rolls. --[[User:Geyser|geyser]] 05:22, 22 September 2008 (CEST)
 
===Getups===
===Knockdowns===
Loser, would it be possible to link a roll animation to the falling backwards animations? (For rolling recoveries). [[User:Gumby|Gumby]] 18:51, 23 May 2009 (UTC)
Loser, would it be possible to link a roll animation to the falling backwards animations? (For rolling recoveries). [[User:Gumby|Gumby]] 18:51, 23 May 2009 (UTC)
:I second that, it sounds like a cool idea to at least try out, although I wonder if the AI could use such a move if it were added. --[[User:Iritscen|Iritscen]] 20:06, 23 May 2009 (UTC)
:I second that, it sounds like a cool idea to at least try out, although I wonder if the AI could use such a move if it were added. --[[User:Iritscen|Iritscen]] 20:06, 23 May 2009 (UTC)
[[Category:Modding ideas]]

Latest revision as of 09:54, 7 February 2016

Deadly Brain small.jpg

This is a page for brainstorming.
Ideas posted here are not always good ones, but sometimes we just need to let our minds run rampant.


This is a place for the discussion and implementation of animation and melee profile changes.

Characters

Barabus

BGI

Comguys

Civilians

Elites

Furies

Konoko

Mukade

Scared to death.

Non-combat bk p throw:

Mukade's head is very near, he advances even more that it comes into field of vision. His eyes are two red flashes. "Hallo..." With a chance of 1% you can hear Mukade laugh.

Opponent falls to the side, scared, searching for distance while looking at Mukade. If there was an edge, he falls down maybe to his death.


A swift shadow.

Non-combat bk k throw:

Mukade imitates wind sounds at opponent's left ear, he crouch and circles the opponent so that they are stand back to back. If Mukade leaves the places quickly he will be unnoticed.

Muro

Mutant Muro

Ninjas

Snipers

Strikers

Tankers

TCTF

TCTF SWAT

Thugs

I'm going to come out and say it right now: Thugs suck. Badly. Its not an animation thing, its a melee profile thing. They just have poor AI, probably done on purpose. Not fighting well is one thing...but when you can lie on the ground in front of them and watch them run and run and run into you without using a ground attack, something is wrong, IMO. Gumby 13:17, 23 May 2009 (UTC)

I think that Thugs are appropriately bad at fighting. The only thing that does bother me is their lack of ability to use a ground attack. Continuously running into your supine body is pretty lame. --Iritscen 20:06, 23 May 2009 (UTC)

Mechanics

Aiming screens

The shoulder joints of males look awkward for rifle aiming, and more generally extreme aiming angles look funky. This could be fixed by editing or adding keyframes in the aiming screen TRAM; however, there is still no reasonable pipeline for that. --geyser 05:22, 22 September 2008 (CEST)

Another issue is that KONRIF side rolls use an aiming screen. On one hand, it allows her to keep shooting while in the middle of a roll, which is cool. On the other, the weapon stays upright when aiming and rotates 360° through Konoko's fist, which is uncool (of course, it only shows up in slowmo and/or side view). There is no solution apart from disabling the aiming screen on KONRIF side rolls. --geyser 05:22, 22 September 2008 (CEST)

Getups

Knockdowns

Loser, would it be possible to link a roll animation to the falling backwards animations? (For rolling recoveries). Gumby 18:51, 23 May 2009 (UTC)

I second that, it sounds like a cool idea to at least try out, although I wonder if the AI could use such a move if it were added. --Iritscen 20:06, 23 May 2009 (UTC)