Guys I really wanna encourage people to suggest animations to me and others so let me start off this thread to encourage ya'll to post.
i think taunts would be kool after a melee attack
I'd be better at specific characters than general ideas. So if you're making anyone specific let me know.
I quite like having different stances in the idles. How someone stands or walks can be very indicative of character, and makes a static lineup look less like an army parade. It's not dramatic or exciting stuff, but it is quite effective, I reckon.
'Course, I never bother doing it myself, because of the severe animation suckage I am cursed with..
Cutscene animations, so people aren't just standing around staring at each other. Preferably easy to swap over to other meshes by hexxing.
-An idle stance with a gun held out, maybe with a head bob to show they're talking. One ending in a shot, one ending in the gun being put away. Other weapons, too.
-Sitting down in various poses--scared, relaxed, doing paperwork, actually a propped-up corpse, etc. Including the classic "secret alarm button". You could do a lot of stuff with this--pulling out a gun, jumping from the chair to melee_idle, passing out on the desk
-Dying of laughter a la Smilex
-Just laughing period.
-Animations or idle stances for different emotions--panicked, sexy, angry (peeved and furious), sad, etc.
-Holding and walking with smaller objects like trays, boxes, bombs, etc.
Vertex and I were throwing ideas around in chat about animations for certain keyframe sets. One such character was never given a set of Vx_male specific keyframes... Spider-Man!!
Vertex felt that he couldn't work up a web slinging animation that looked right and there were hardly many games or media sources that could be used to give the right visuals for making keyframes at the time he was developing his original meshes. We both agreed that Spidey needed to be actually slinging the webs and then grabbing onto them as he moved "hand over hand" like climbing across monkey bars on a playground...
(http://i10.photobucket.com/albums/a127/spideyanimations/spiderman367_wideswing_left.gif)
We hard a hard time figuring out what his flight_hover should be... I figured that him swinging in a tight circle would work because he would still be moving but not across the map...which might solve a problem with the AI because he wouldn't just pop out of his web swing in mid-swing and then be suddenly hanging in mid-air... also previous keyframes for other meshes had him hanging upright and another had him upsidedown. I'm fine with him hanging upside down but the pose probably needs to be more... dramatic?
Vertex's keyframes usually had a multi-ranged attack that had the character using his hands to fire off like 8 continous shots.. which I felt worked for Spidey firing off his impact webbing/web-projectiles like he did in the movies. It probably shouldn't be too hard to have the fingers of the hands moved into his classic web firing pose just for Spidey's version of that attack.
(http://i202.photobucket.com/albums/aa177/venomscurse/2.gif)
Someone mensioned that a speedster would have like a double-take animation because he would be able to dodge attacks so easily that he might be able to pause and look at the bullet/fist/foot/weapon as it moved by him. I figured that Spidey's danger sense might allow him to do this too in some fashion... and maybe also have his dodge animations look like he has no effort in dodging them at all. Or maybe the dodging animations are far more acrobatic then they typically should be for an acrobat/gymnast...
(http://img32.picoodle.com/img/img32/5/11/27/cloviecube/f_Spiderman1fm_9ba99b7.gif)
I had some ideas for melee attacks... like spidey having web gloves on for one type of attack (boxing gloves/protective covering for KOing Electro) or making a webbing club for inflicting major damage on heavy armored opponents. However I'm unsure if Vertex would want additional mesh parts added to his keyframing that would shrink and grow into the character's hands just for one or two attacks...
As for area attacks... maybe having him create a web sling where he can swing it around him for a close range 360 degree attack. Or maybe this might work better for a 360 arc melee attack...
Now for active defensive animations... I figured that Spidey would make a web shield in front of him or around him like a coccoon. One set of keyframes for another mesh had him doing the webbing action but so an FX could be called up to allow him to be surrounded in a circular bubble which moved with him (It doesn't look right to me or worked like it should - Spidey isn't in a hamster ball). I had been trying to do a FFX power swap for my hero file so he just did the webbing animation then did a power swap with empathy or stealth so that he did a self transmute swap into a web skinned elemental mesh (an unanimated snowman, correct?) until he broke free. That experiment has had mixed results. Of course the passive defense always works best just by having a wild dodge animation with the "danger sense" lines around his head.
I have some other ideas.. but I need to find some more examples of those movements for Vertex to get the idea I'm talking about...
- CQ
Quote from: tommyboy on January 26, 2009, 03:59:00 AM
I quite like having different stances in the idles. How someone stands or walks can be very indicative of character, and makes a static lineup look less like an army parade. It's not dramatic or exciting stuff, but it is quite effective, I reckon.
'Course, I never bother doing it myself, because of the severe animation suckage I am cursed with..
I REALLY wish you used messenger dude cause that is HEAVILY something I've been working on with these sets. I'd like to show you some of that.
Awesome!
Yeah, I personally like a lot of different idles and melee_idles to choose from. I will often times swap ones from other sets to get the character feel I want.
I know you said no to my horror meshes thread, but would you be willing to do a couple of the keyframe sets I suggested? Example, psychic marionette.
Also, quick question... will you still be doing strictly VX animations, or will you do any male_basic compatable ones too?
I just wanna say to everybody thanks so far for piping in and I hope you keep it coming!
cause I'm too lazy to manage to mesh every character in the universe yet??
If I were half as energetic as Tommy I might have a chance but tillt hen.. that's not even a possibility.
Melee idles are very important. I'm beginning to hate the tradition bob-n-weave. Run animations can make a big difference, too.
Also, I'd like to see gun animations (specifically pistol animaitons) where the shooters arm doens't fly up over their head every time they shoot. Aimed shots make the most sense for slowing down the shooting time, thus decreasing the cost of the power, or have multiple shots. Either way.
How about a "I'm grabbled" state? The hero could be acting like it is trying to break free of something...
:)
I'm a grabbled, you're a grabbled, wouldn't you wanna be a grabbled too. :cool:
heh heh, well, that was slang for something naughty. i'm making an "r" rated mod.
Quote from: ips on January 26, 2009, 08:17:41 PM
why don't you just use vx meshes?
This question is easy. They just aren't to my taste. I don't like the seperate fingers, and like to keep most of my original skins on more consistant meshes, although I have experimented with them before.
They do have some great animations and very useful pieces though.
I would like to see a better variety of hover animations. One of my favorite things about IPS's keyframes are the variety of hovering animations that he put in.
Yeah, some spider-man animations would be nice.
Vertex and I had another brain storming session yesterday about possible keyframes linked to certain characters...
For those fans of "Spider-Man And His Amazing Friends" I always wanted to see a keyframe/mesh that allowed iceman to freeze himself inside that block of ice and then break free like his classic costume change from that cartoon.
(http://i30.photobucket.com/albums/c303/crimsonquill/iceman1.jpg)
Now we both agreed that it would be a shapechange animation so that people could use it as a swap between a non-powered Bobby Drake and then key up a FFX spawned FX like "Ice Explosion" to have the iceman mesh appear on that map in place of the block of ice. Sure it's not the full version of the animated cartoon transformation but it would be close enough.
We kicked around ideas for new takes on his ice slides so that he might be more interactive with the environment but only a few keyframe ideas came forth from that. Plus we agreed that not everyone would want a "Amazing Friends" take on Iceman, so two versions might be a way to solve the issue.. a more comic accurate version and the cartoon version.
If anyone might be willing to point the way to some pointers on how to skope on "fog" or "ice twinkles" from the :ffvstr: Ice Giant mesh it would be a big help when he decides to tackle that specific character.
- CQ
Thats the Iceman I grew up on and grew to love. I always thought they would incorperate his change in the comics but you know how that goes! Would love to see this as a animation.
I was thinking of some ideas for animations, and I thought of something..
Ranged attack: One hand on the temple, the other hand kind of pointing forward, like a telepathic attack, for male and female
Have you ever seen Afghan Ant's Ms Marvel skope? The ranged animations for that mesh would be awesome to see incorporated in your VX meshes.. obviously for female, but I think the concept of both hands pointed forward could apply for both genders.
Here's a simple one how about an animation where the person just snaps his/her fingers with one hand on his/her hip!? Like made some one disapear or something! :thumbup:
How about a couple "gun hand" animations? Since your characters have fingers it would be a shame to not use them.
Hey VX, I've already given you some feedback via AIM, but I just wanted to say that these are looking great!
I finally got around to see this and I have to say I like. The body's build and the head's shape are extremely nice. Keys aren't so bad either. :D
Looks like it's time to throw out some keyframe ideas again... Xenolith & Yellow Lantern were thinking along the same lines as me.
I've been looking at requests that I took note of awhile back and realized that only a few meshes actually were vertsatle enough to handle firearms, martial arts, gymnastics, and be able to handle military like moves as well.
What am I talking about? Think of characters like Snake-Eyes, Deadpool, or for that matter any random member of G.I. Joe or Cobra... heck even your typical SHIELD soldier or Sgt. Nick Fury (I'm talking about Ultimate Nick when he was walking around in military gear or classic Nick when he was part of the Howling Commandos).. and probably someone might use it to make another version of The Punisher.
Vertex wants to make sure his keyframes will cover just about ANY character that the community can come up with.. but one mesh that I remember requested numberously when asking for GI JOE skins was one that could handle numberous kinds of weapons and fighting styles. Now Vertex has many fighting styles handled in his keyframes already but I never remembered any that allowed a character to hold weapons or firearms.
So, what would we need for something like vx_soldier keyframes?
Smallarms_Pistols_Ranged animations that use a one handed pistol firing positon, a pistol in each hand position (for those John Woo action movie buffs), a precision pistol shot that has two hands on the same gun to steady it... like this:
(http://www.gifmania.tw/weapons/target-practice/6fx.gif)
Smallarms_Submachineguns_Ranged... same as above but more shots fired in bursts with no kickback. Uzis are usually held lower at the hip to fire in arcs or held at eye level if they are going for a scoped shot.
Rifle_Ranged animations would be good.. two-handed firing position using scope, two-handed at the waist (for those macho sharpshooters), and for those Rifleman fans having a multi-shot animation. Some rifles needed to be reloaded by cocking the metal guard on the bottom or side of the gun.. just like the old westerns where the hero fires off multiple shots cocking between each one). Here is an animation parody but it kinda shows what I'm talking about:
(http://www.threadbombing.com/data/media/2/Gun_Happy.gif)
Shotgun_Ranged animations.. the above animations could be used for the shotgun too.. but the classic pump-action shotgun would need the firing and reloaded motion (one handed modern is always good) and the two-barrel might need him firing two shots in a row only. For fans of Ash from Army Of Darkness by having the keyframes pull the gun from his back before using it would be nice.
Machinegun_Ranged animations.. same as above, but far more multiple shots in a row. For the Rambo-types have one animation use both hands to fire two seperate machineguns off the hip. Or for the bigger heavy machine guns (like Heavy Metal and Roadblock from GI JOE) have one arm holding the gun and the other helping aim the gun or holding ammo. Of course any soldier wouldn't be complete without the classic military lying down machine gun position...
(http://htomc.dns2go.com/anim/anim/machgun1.gif)
Minigun_Ranged animations.. two handed animation that has one hand holding the trigger and the other gripping a handle towards the middle of the gun. The gun would cause some vibration from the mild kickback and the multi-barrels would be spinning. I know there are several meshes that have this kind of gun with a rapid spinning barrel (keyed to the keyframes) that fires multiple shots over a arc.
Gernadelauncher_Ranged animation... Using the one handed pistol pose but add far more kick to the weapon and he would also need to shield himself from the blast like the Gernade_Throw below.
Rocketlaucher_Ranged animation... Depending on how big the launcher would be.. but the easy animation would be having the character pull a weapon from his back and then fire it with both hands holding the launch tube and then he jerks like it kicked back from firing.
Gernade_Throw... This is pretty basic throwing movement but having the character pull the pin and throw it properly would be a good idea and protecting himself from the blast.
Knife_Usage.. Holding a combat knife in the proper way with the knife pointed down so it could be used to stab downward or sideways with the blade outwards. Maybe a throwing knife motion with the character holding the knife and throwing it foward in a snapped quick motion.
Sword_Usage.. Obviously for those who want to make Deadpool or Snakeeyes characters. The character usually would hold the sword(s) in sheaths on their back so they would be pulled over the shoulder and then held close to their body until they strike. Moves would be quick and fairly deadly.. like lunging cuts at the head or gut level or stabbing at the torso. Single sword and double sword versions of attacks would be useful to select from.
Flamethrower_Usage.. Pulling from their back into a two handed rifle animation then bracing himself for the flames shooting out in front of him.
Radio_Usage.. Having the character motion like he is pulling a walkie talkie from his belt or putting his hand to his head like he is talking on a headset communicator. Or both for having available for a old school soldier and modern soldier.
Belly_Crawl... For those really war acurate keyframes there is nothing more classic for a optional dodge or tumble animation then the classic crawl close to the ground. Arms would be close to the body and he uses his knees, feet, and elbows to move around.
Swimming_Motion... For those SEAL troopers or Cobra EELs that might be made.. and like I need to explain swimming motions.
I'm sure I will think of more... but this is a start...
As far as weapons mesh parts are concerned I'm not sure if Vertex is willing to make any but I'm sure there are many existing weapons that can be skoped onto his basic vxmale3 he is working on. He could probably just use placeholder shapes and then let the community replace them with whatever the character would need as they are skinned.
- CQ
Crossbow and bow I would add. I think a blunt object like a black jack or police baton would be a good idea.
Whip animation, especially if it were to double as something that could be used for characters with whip-like weapons.
apply gas mask animation?
Quote from: Xenolith on January 29, 2009, 06:29:50 PM
Crossbow and bow I would add.
Crossbow I think could be called an addition but bow? ummm yoohoo been there done that.
Quote from: Xenolith on January 29, 2009, 06:29:50 PM
Crossbow and bow I would add. I think a blunt object like a black jack or police baton would be a good idea.
Crossbow could be done with a slightly modified pistol animation but reloading might have to be added.. maybe pulling arrows from a quiver like his vx_archer mesh.
Bow has already been covered with his vx_archer mesh and additional keyframes could be added to that mesh with M25's editor if you wanted to make him into say someone like Stormshadow from Cobra. Just need to add on some swords and keyframes to use them.
Blackjack/Police Baton - MMMmmm.. I missed blunt weapons apparently. Pulling something from a belt and then two animations using a small club (one hitting downwards and another say striking sideways?)... maybe even have a baseball bat swinging animation too.
Quote from: Xenolith on January 29, 2009, 06:29:50 PM
Whip animation, especially if it were to double as something that could be used for characters with whip-like weapons.
Probably a good idea for Indiana Jones and whip-welding villians... but making a flexable whip mesh accessory has always been a problem and Tommyboy probably came as close as possible to pulling it off. Then again I'm probably underestimating Vertex's skills..
Quote from: Xenolith on January 29, 2009, 06:29:50 PM
apply gas mask animation?
Another good idea and one I missed above for military use.. plus it could be used for Policemen and many gadget heroes as well. I know that someone made a good gasmask accessory somewhere.
- CQ
Quote from: crimsonquill on January 29, 2009, 07:00:37 PM
Quote from: Xenolith on January 29, 2009, 06:29:50 PM
apply gas mask animation?
Another good idea and one I missed above for military use.. plus it could be used for Policemen and many gadget heroes as well. I know that someone made a good gasmask accessory somewhere.
- CQ
Also a potential good one for a FFX "Shapeshift" from 'civilain clothes' to Golden Age Sandman... :D
if your going for transformation animations, may i suggest
(http://i27.photobucket.com/albums/c185/the_ultimate_evil/random/He-ManBigChange2.gif)
what you expected something different :P
Quote from: the_ultimate_evil on January 29, 2009, 09:16:29 PM
if your going for transformation animations, may i suggest
(http://i27.photobucket.com/albums/c185/the_ultimate_evil/random/He-ManBigChange2.gif)
what you expected something different :P
I FINALLY get it...
THAT'S why his name is... The Ultimate Evil
WHY couldn't one of you guys tell me???
P.S. While I could certainly have the Prince raise the sword... if you're using FFX to swap bodies.. as far as I know .. there's no way for him to "complete" the transformation animation as He-Man.
Speaking of unique animations.... and Spider-Man keyframes...
I was thinking that I don't remember there ever being a mesh done for Peter Parker.. so if a vxmale3 could be skinned then he probably would need a take_photo keyframe wouldn't he? Ya know... picking up a rectangle shaped object from somewhere (around his neck? pocket?) then snapping a picture (pushing a button on the camera) and then putting it away.
This keyframe would also be good for someone like Jimmy Olsen or an annoying member of the Pavarazi Press for that matter.
The rectangle could be replaced with an old school flash camera, medium reporter camera, or a pocket camera... maybe even one of those spy cameras.
You could probably use this for a handheld video camera ("I hate YouTube!!" - From Hellboy 2) but an alternate animation would be needed for a television reporter camera because they are huge and usually held on the shoulder. And then you would need a hold_microphone animation for the reporter who stands in front of the cameraman. Wow, I'm making this complicated.
- CQ
Quote from: Vertex on January 29, 2009, 09:19:54 PM
Quote from: the_ultimate_evil on January 29, 2009, 09:16:29 PM
if your going for transformation animations, may i suggest
(http://i27.photobucket.com/albums/c185/the_ultimate_evil/random/He-ManBigChange2.gif)
what you expected something different :P
I FINALLY get it...
THAT'S why his name is... The Ultimate Evil
WHY couldn't one of you guys tell me???
P.S. While I could certainly have the Prince raise the sword... if you're using FFX to swap bodies.. as far as I know .. there's no way for him to "complete" the transformation animation as He-Man.
get what, what i do now *puppy dog eyes*
lol honestly mate i was going to the whole idea of the sword transformation, rather than a specific character, it was the best i could find
Quote from: Vertex on January 29, 2009, 09:19:54 PM
Quote from: the_ultimate_evil on January 29, 2009, 09:16:29 PM
if your going for transformation animations, may i suggest
(http://i27.photobucket.com/albums/c185/the_ultimate_evil/random/He-ManBigChange2.gif)
what you expected something different :P
I FINALLY get it...
THAT'S why his name is... The Ultimate Evil
WHY couldn't one of you guys tell me???
P.S. While I could certainly have the Prince raise the sword... if you're using FFX to swap bodies.. as far as I know .. there's no way for him to "complete" the transformation animation as He-Man.
Well maybe it is, if Im not mistaking when the swap is made the new mesh appearing starts off in its Idle position If you make the Idle starting off where this tranformation animation ends(He-Man with sword horizontal in both hands) it will give the illusion of the whole animation going thru.
Quote from: Champion 2 of 11 on January 29, 2009, 11:03:57 PM
Quote from: Vertex on January 29, 2009, 09:19:54 PM
Quote from: the_ultimate_evil on January 29, 2009, 09:16:29 PM
if your going for transformation animations, may i suggest
(http://i27.photobucket.com/albums/c185/the_ultimate_evil/random/He-ManBigChange2.gif)
what you expected something different :P
I FINALLY get it...
THAT'S why his name is... The Ultimate Evil
WHY couldn't one of you guys tell me???
P.S. While I could certainly have the Prince raise the sword... if you're using FFX to swap bodies.. as far as I know .. there's no way for him to "complete" the transformation animation as He-Man.
Well maybe it is, if Im not mistaking when the swap is made the new mesh appearing starts off in its Idle position If you make the Idle starting off where this tranformation animation ends(He-Man with sword horizontal in both hands) it will give the illusion of the whole animation going thru.
One problem with your solution.. it's a looping animation ... and will be used for more than when he first appears
What about simply as a power animation? Then you could use FFX to customize it as the anim to play before shape shifting.
Quote from: crimsonquill on January 29, 2009, 09:23:19 PM
Speaking of unique animations.... and Spider-Man keyframes...
I was thinking that I don't remember there ever being a mesh done for Peter Parker.. so if a vxmale3 could be skinned then he probably would need a take_photo keyframe wouldn't he? Ya know... picking up a rectangle shaped object from somewhere (around his neck? pocket?) then snapping a picture (pushing a button on the camera) and then putting it away.
This keyframe would also be good for someone like Jimmy Olsen or an annoying member of the Pavarazi Press for that matter.
The rectangle could be replaced with an old school flash camera, medium reporter camera, or a pocket camera... maybe even one of those spy cameras.
You could probably use this for a handheld video camera ("I hate YouTube!!" - From Hellboy 2) but an alternate animation would be needed for a television reporter camera because they are huge and usually held on the shoulder. And then you would need a hold_microphone animation for the reporter who stands in front of the cameraman. Wow, I'm making this complicated.
- CQ
Bearded has a Jimmy Olsen mesh with an old style flash camera. It's in one of his groups and I have a copy posted at CO1 (I think). His ranged animations use the camera.
wouldn't that make a lot more sense... as a cutscene animation than as a ranged anim?
I almost missed this.
I could infact use a lot of animations and since three of my characters are already using vx meshes it should help me a lot.
First I will chime in with the poster that asked for cutscene animations. It is very important that there are movement in the idle animations for the mere fact that have you realised how still our chars in mods are compared to FF? Its because for example in Alchemiss' idle she finger combs her hair, turns and does something else as well etc etc. The cutscene anims dont have to be idle can be idle_cut1 etc but yeah.
I would like more flying attack animations. And they need to fly/attack to the front then return to the start point. Also an anim where a foe is taken into the air would be super. If you want to get exact details and testing in private lemme know.
Because of my new flying system I can in fact do a lot of new flying attack stuff.
Then a smoke like character than can attack in interesting fashions like go to smoke form to behind a foe, reform, hit and return to start point.
a ranged choking anim like Darth vader.
Feral attacks like claw slashes, jump onto neck and bite. Roar aggresive, Roar proud.
Quote from: C4 on January 30, 2009, 07:08:09 AM
I almost missed this.
I could infact use a lot of animations and since three of my characters are already using vx meshes it should help me a lot.
First I will chime in with the poster that asked for cutscene animations. It is very important that there are movement in the idle animations for the mere fact that have you realised how still our chars in mods are compared to FF? Its because for example in Alchemiss' idle she finger combs her hair, turns and does something else as well etc etc. The cutscene anims dont have to be idle can be idle_cut1 etc but yeah.
I would like more flying attack animations. And they need to fly/attack to the front then return to the start point. Also an anim where a foe is taken into the air would be super. If you want to get exact details and testing in private lemme know.
Because of my new flying system I can in fact do a lot of new flying attack stuff.
Then a smoke like character than can attack in interesting fashions like go to smoke form to behind a foe, reform, hit and return to start point.
a ranged choking anim like Darth vader.
Feral attacks like claw slashes, jump onto neck and bite. Roar aggresive, Roar proud.
Flip you off.
sorry on one suggestion/request there .. my 5 yr old plays this game (loves it) and me no makey flip off anim sorry no can do
Quote from: daglob on January 30, 2009, 06:15:11 AM
Bearded has a Jimmy Olsen mesh with an old style flash camera. It's in one of his groups and I have a copy posted at CO1 (I think). His ranged animations use the camera.
I'm only mensioning the camera animation for vxmale3's keyframes because some folks have mensioned they wanted a uncostumed Peter Parker that could still do things like climb walls, shoot webs, and still be able to use his camera. It would be typical luck for a mod or rumble room mission where he couldn't get out of his plain clothes gear to fight a few criminals that popped up during a press confrence. Heck a skinner could do a makeshift web mask and maskless version if they wanted to... or a bag head. :P
Now Jimmy Oslen only came to mind because he occasionally gets superpowers but still must lug his camera around now and then...
Quote from: Vertex on January 30, 2009, 06:44:31 AM
wouldn't that make a lot more sense... as a cutscene animation than as a ranged anim?
Wouldn't a flash camera make sense to have it be a short ranged area attack? Those things were pretty darn bright. Modern camera only blind someone if used at night or a dimly lit room... or point blank just a few feet in front of the face.
- CQ
Quote from: crimsonquill on January 30, 2009, 07:16:45 AM
Quote from: daglob on January 30, 2009, 06:15:11 AM
Bearded has a Jimmy Olsen mesh with an old style flash camera. It's in one of his groups and I have a copy posted at CO1 (I think). His ranged animations use the camera.
I'm only mensioning the camera animation for vxmale3's keyframes because some folks have mensioned they wanted a uncostumed Peter Parker that could still do things like climb walls, shoot webs, and still be able to use his camera. It would be typical luck for a mod or rumble room mission where he couldn't get out of his plain clothes gear to fight a few criminals that popped up during a press confrence. Heck a skinner could do a makeshift web mask and maskless version if they wanted to... or a bag head. :P
Now Jimmy Oslen only came to mind because he occasionally gets superpowers but still must lug his camera around now and then...
Quote from: Vertex on January 30, 2009, 06:44:31 AM
wouldn't that make a lot more sense... as a cutscene animation than as a ranged anim?
Wouldn't a flash camera make sense to have it be a short ranged area attack? Those things were pretty darn bright. Modern camera only blind someone if used at night or a dimly lit room... or point blank just a few feet in front of the face.
- CQ
What can i say? I'm cheap don't wanna pay for a power to use the camera :P but I gotta admit in retrospect it makes sense as much as needing minuteman to defuse a bomb or (can't remember name cause he's such a dork) standing for what seems like an hour repairing his suit. So yes i agree it should probably be special or ranged attack.
Quote from: Vertex on January 30, 2009, 07:14:14 AM
Quote from: C4 on January 30, 2009, 07:08:09 AM
sorry on one suggestion/request there .. my 5 yr old plays this game (loves it) and me no makey flip off anim sorry no can do
Yes, you are right.
Quote from: C4 on January 30, 2009, 07:08:09 AMI would like more flying attack animations. And they need to fly/attack to the front then return to the start point. Also an anim where a foe is taken into the air would be super. If you want to get exact details and testing in private lemme know.
OOH yes. More flying melee! With C4's lovely Python-fu this would rock so hardcore.
I don't know how useful it would be in general, but when I was putting together my Bizarro skope, I was really wishing I had some animations that were kind of clumsy and goofy. A silly walk, maybe flapping his arms as he flies, dodges that look like he's stumbling, that sort of thing.
Really dainty, graceful movement. Think a ballerina en pointe; leaping and only letting your toes and the jimmies of your feet touch the ground.
Quote from: Gremlin on January 31, 2009, 02:11:25 AM
Really dainty, graceful movement. Think a ballerina en pointe; leaping and only letting your toes and the jimmies of your feet touch the ground.
And there absolutely MUST be versions for Male_Hulking and Male_Rotund.
I've been dieing for someone to make me something like the quantum leap effect. It is pretty simple, look in this video, it is the blue streams/rays of light: http://www.youtube.com/watch?v=1XBwWAu2a5U
This could be used for a number of things.
I'd also like to see some wacky/silly animations (for the big guys too, like Val said...LOL) and/or multiple idle animations (or like Tommyboy's multiple special anims) would be great for cutscenes (head scratches, butt scratches or scratching all over for hairy characters, hair-combing, or Alchemiss' finger-comb, sneezing, muscle-flexing, arms crossed, scanning the area around them, wedgie-picking?, Heck...Even nose-picking would be amusing)...And add some variety.
Dana
Quote from: cmdrkoenig67 on February 12, 2009, 05:39:13 AM
I'd also like to see some wacky/silly animations (for the big guys too, like Val said...LOL) and/or multiple idle animations (or like Tommyboy's multiple special anims) would be great for cutscenes (head scratches, butt scratches or scratching all over for hairy characters, hair-combing, or Alchemiss' finger-comb, sneezing, muscle-flexing, arms crossed, scanning the area around them, wedgie-picking?, Heck...Even nose-picking would be amusing)...And add some variety.
Dana
Yeah, gotta have that nose pick for Guy, an then have his head jerk up and he quickly puts the hand behind him. I mean who DOESN'T give Guy the knee to the groin attack if the keyframes have it?
Maybe some crude animations are called for, you know, like a backhand strike, or a shove, an ear slap, or grapple that looks like a noogie, turning around and sticking out the derriere for either a taunt or a ... gas... melee attack.
And of course "Bring it on..."
Man, the keyframes will have to have their own hard drive...
If a vx_Blob mesh is ever possible.. I would have a melee attack that would be him jumping high into the air and then slamming down into a crater in the ground on top of someone (which looked so cool in Fall Of The Mutants when he sat on Wolverine for many panels until the claws were popped). Or make it an area attack for a Quake FX.. which would probably make more sense since most jumping animations never really end up matching up for it to look right.
And one of his idle animations would be him eating an entire submarine sandwitch in one bite or drinking an entire keg of beer or a super giant Big Gulp cup. Maybe have another one be him beltching or cutting a fart... his would probably clear a room. :lol:
- CQ
Quote from: crimsonquill on February 13, 2009, 05:30:24 AMAnd one of his idle animations would be him eating an entire submarine sandwitch in one bite or drinking an entire keg of beer or a super giant Big Gulp cup. Maybe have another one be him beltching or cutting a fart... his would probably clear a room. :lol:
- CQ
I think this would work better as a power animation. If it was an idle, he'd have to be continually munching.
Quote from: Gremlin on February 13, 2009, 05:47:03 AM
Quote from: crimsonquill on February 13, 2009, 05:30:24 AMAnd one of his idle animations would be him eating an entire submarine sandwich in one bite or drinking an entire keg of beer or a super giant Big Gulp cup. Maybe have another one be him beltching or cutting a fart... his would probably clear a room. :lol:
- CQ
I think this would work better as a power animation. If it was an idle, he'd have to be continually munching.
Good Point... not that an image of The Blob chain eating sandwiches wouldn't be too unusual...
And I'm also thinking of a taunt animation specifically for The Blob that would be him pointing towards someone then ponting into his mouth and then rubbing his stomach. Something like what Fat ambiguously foreborn from the Austin Powers movies used to say.. "Get in my belly... I'm going to eat you up... ".
- CQ