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- ...0x00 | float |FFC8C8| 8A 39 2C BF | -0.672752 | X-axis adjustment to throw target; see below for info ...0x04 | float |FFFFC8| 10 39 B4 3F | 0.793839 | Y-axis adjustment to throw target; see below for info3 KB (440 words) - 03:53, 1 November 2023
- ===Adjust Throw Target=== If the "Adjust and rotate throw target" operation is selected, the object will also get rotated by 180 degrees in7 KB (1,208 words) - 15:24, 18 May 2022
- ...only meant for throw target animations. Without the throwTarget flag being set (0x3C in TRAM), any data found here will crash Oni.758 bytes (120 words) - 21:13, 26 October 2023
- ...r script for rotating -/+180° and adding PositionOffset to a forward throw Target animation. This was made by a hero from the Blender Discord named Danta. Th :1. Import a throw animation and its target animation into Blender.12 KB (1,841 words) - 16:13, 22 June 2022
- ...n beta]. Something strange with OBAN going on but the rest should be okay. Set your modes e.g. throw and throw type (fw/bk), then drag and drop the dae.-- * The pelvis translation must be set 0 in TRAM. For rotations there are basically two options: keep in TRAM or t4 KB (636 words) - 12:57, 13 May 2023
- ...older like '''Content/OniTRAM'''): in the '''FBX Import Options''' dialog, set '''Mesh/Skeleton''' to '''None''', make sure '''Animation/Import Animations #:e) in the left-side tool panel, in the tab '''Retarget Manager''', under '''Set up Rig''', go to '''Select Rig''' and pick '''Select Humanoid Rig'''.5 KB (669 words) - 19:14, 30 May 2021
- {{OBDtr| 0x08 | |C8FFC8| 09 00 00 00 | 0x09 | object flags (set at runtime); used values: :0x'''01''' 00 - appears to be set at runtime if the turret has no particles and on resets (?)2 KB (313 words) - 21:23, 9 December 2023
- :: If the flag is set, the aiming will remain elevated after firing the gun. :: If flag isn't set, the upward movement stops earlier, and when the firing ends, the weapon wi14 KB (2,128 words) - 16:54, 6 March 2024
- Every [[ONCC]] has set of parameters which adjust how this ONCC will react on firingspread (''ai2_ *0x04 - requires 0x02 to be set; firingspread/projectile dodge enabled for weapons; if AI2 is armed, it tri9 KB (1,381 words) - 00:44, 11 October 2016
- ...the prompt. In the tutorial below, you should type the commands which are set like this: ..., and that the ''value'' of the variable named '''ai2_deaf''' is currently set to "false" (0). This means the AI ''aren't'' deaf, but if '''ai2_deaf''' is6 KB (1,140 words) - 17:38, 7 December 2023
- *'''Update all values in a set of XML elements''' (e.g., re-position an OBAN animation or adjusting the pe *'''Inverts a set of XML elements''' (e.g., reverse the motion of an OBAN animation).11 KB (1,603 words) - 21:52, 2 July 2022
- .... For example "Shared Function GetApp()". '''Second condition:''' in the ''target code'', the class must be written beforehand (for example "Oni.GetApp" wher Since .bsl in an unique suffix it would be enough to set 2 nodes:10 KB (1,206 words) - 01:26, 5 April 2021
- ...r of an AI2 chance for performing such a technique aganist its target that target is not able to block at the moment of the technique start ( striker's kick ...ger; modifier for a chance to perform technique which will get blocked but target will be block-staggered }}14 KB (2,187 words) - 21:36, 11 March 2024
- ...ll be settled later, and some that should be taken care of now so that the set of placeholder cuts is complete. ...: there you can "take your time" with relocating and aiming (e.g., if your target is doing something interesting). The timing of the extra cut for the ending10 KB (1,807 words) - 17:38, 4 May 2022
- ...port Options" dialog. Immediately after that, the new Skeletal Mesh can be set as the Mesh property of the pawn entity (the isolated mannequin in the midd ...in_PostProcess_AnimBP". The confusing part is that even after you do this (set the correct "Post Process Anim Blueprint"), and save all the assets in the12 KB (2,077 words) - 21:30, 5 February 2023
- |This is a test of a "defend the target"-type mission. You must defend a statue from Neo-Syndicate bad guys who are ...gs"-style. Konoko can attack any of the characters, and some will randomly target her. Among the combatants is an old model of Konoko that resembles her appe24 KB (3,848 words) - 22:57, 13 February 2022
- ...<Target>[... see '''[[#Attractor|HERE]]''' for possible flags]</Target> For this to work properly, the parent of the character must have this set, and the parent of said parent, etc., up to the original particle.52 KB (6,162 words) - 20:04, 13 December 2023
- #match UE4's A-Pose and set it as a new reference; Set up some Empty objects that have the appropriate axis-aligned orientations f22 KB (3,827 words) - 23:10, 15 May 2022
- #match UE4's A-Pose and set it as a new reference; Set up some Empty objects that have the appropriate axis-aligned orientations f23 KB (4,092 words) - 02:59, 7 February 2021
- ...roperties and '''drivers''' (drivers in the rig described here are used to set the influence of its controllers' bone constraints through the Pose1 and Po ...Blender/Obsolete scripts#Rig bone constraint target setting script|HERE]], set the targets of the rig's bone constraints to be the body parts of the anima44 KB (7,228 words) - 21:50, 5 February 2023