Author Topic: New Animations Mod  (Read 11000 times)

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dreamterror

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Re: New Animations Mod
« Reply #30 on: October 02, 2009, 10:20:13 AM »

WookieWarlord

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Re: New Animations Mod
« Reply #31 on: October 02, 2009, 10:30:50 AM »
pretty cool  :D

dreamterror

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Re: New Animations Mod
« Reply #32 on: October 06, 2009, 08:38:51 PM »
Just a note:
I've done now a whole lot of animations for twohanded combat and they are ready for use - thats the good news :wink:

But as it is now, there are only the 4 original definded attack types: from the right, from the left, from above and the thrust.
This does not make sense for my animations. I will at least have to subdivide the attack types somehow, so I get more attack (and therefore parry types).
But as I know now it is not possible to do so by new flags, as I was in hope of.

It may take some time till I find a way for this problem...

If you have ideas, tell me ...

Setton

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Re: New Animations Mod
« Reply #33 on: October 14, 2009, 04:33:24 PM »
Just been trying out your new animations. Afraid I can't help with your problem but wanted 2 let u know they're really good so keep at it.
I'm working on my first mod just now and these will definitely be included.

Deathincarnatelolz

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Re: New Animations Mod
« Reply #34 on: October 15, 2009, 05:11:56 PM »
Can you please show some screenies?

Rath0s

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dreamterror

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Re: New Animations Mod
« Reply #36 on: October 18, 2009, 08:13:09 PM »
Hello guys,
thank you for you interest.

There is a new version out (0.3).
I've made some changes; now there are new parry animations and far more attack animations for twohanded combat.
It is not exactly as i wished, but it makes fun anyhow.

Download link is on page one, first post.


Dain Ironfoot

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Re: New Animations Mod
« Reply #37 on: October 18, 2009, 09:47:56 PM »
Are there additional parry variations or replacing the original?
Ry'n ni yma o hyd

dreamterror

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Re: New Animations Mod
« Reply #38 on: October 19, 2009, 09:50:57 AM »
No, the parry animations replace completely the old ones.
I've made several parry animations for every attack direction, so they come on random now.

But yet only for twohanded combat ;)

Here, a video of version 0.3: http://www.youtube.com/watch?v=W6Zgr89iSQc
« Last Edit: October 19, 2009, 10:42:39 AM by dreamterror »

Painkiller_Rider

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Re: New Animations Mod
« Reply #39 on: October 19, 2009, 11:32:25 AM »
Wow, did I just see there a Zwerhau? Cheers, mate, great job!
"For us, there is no spring. Just the wind that smells fresh before the storm."
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Dain Ironfoot

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Re: New Animations Mod
« Reply #40 on: October 19, 2009, 02:21:51 PM »
No, the parry animations replace completely the old ones.
I've made several parry animations for every attack direction, so they come on random now.

But yet only for twohanded combat ;)

Here, a video of version 0.3: http://www.youtube.com/watch?v=W6Zgr89iSQc

Shiny, I must try adding multiple parries myself.
Ry'n ni yma o hyd

dreamterror

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Re: New Animations Mod
« Reply #41 on: October 19, 2009, 06:39:14 PM »
Quote
Shiny, I must try adding multiple parries myself.

Aye, it works just like with every other animation.

But:

You have 3 different types for every animation. Let's take the parry against attacks from above for example.
You have an animation to hold (Player moves his weapon in defence)
An animation to keep (Player stays in this position)
And an animation for parry (The player moves his defence a bit, so it looks like the weapon was hit)

I've taken the third animation for my "active" parries. But as you may have noticed, the player moves a bit to late (when the enemy would already hit him).
I've looked for something to do the defence animation a bit earlier, but I have not found anything....

Dain Ironfoot

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Re: New Animations Mod
« Reply #42 on: October 20, 2009, 01:52:47 PM »
Yeah, I'm probably just going to replace the holding animation.

Unfortunatley you are going to run into this trouble using dynamic moves, the system isn't built for them :( Try trimming off some frames from the begining of the animation.. it may help
Ry'n ni yma o hyd

silencekyo

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Re: New Animations Mod
« Reply #43 on: January 31, 2010, 03:41:22 PM »
DAMN GOOD!

hope you keep working on this, you might have a masterpiece going on here.
Note:1)Ninjas are mammals 2)Ninjas fight all the time 3) the purpose of the ninja is to flip out and kill people.
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the universe is held together by kyo's midget army

dreamterror

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Re: New Animations Mod
« Reply #44 on: March 13, 2010, 08:08:18 PM »
Hello guys,

after it has been quiete for a while, I now made a new version (0.4) of "new animations" Mod.
Download as usual under  http://www.mbrepository.com/file.php?id=1498

So what has changed?

I reworked most of the 2handed combat animations - the look now really better.
And now you can aim every attack, as it was in the native version. So no more missing the enemy ;)
Moreover I made a lot of new 1handed combat animations - of course with the aiming function as well.

Poorly I had to remove the blocking animations from version 0.3, becausethe neither looked naturally nor came up in time.
I will try to take care of this "timing" based problem, but in the meantime you will have to settle for the native blockings.