Animation ideas

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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)