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Gorc Animations List


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Red = Issue

Green = Done

Black = Not Started

 

 

CORE

 

both_crouch1
both_crouch1idle

both_crouch1walk
both_crouch1walkback

both_run1
both_runback1
both_runstrafe_left1
both_runstrafe_right1


both_stand1

both_walk1
both_walkback1
both_strafe_left1
both_strafe_right1

 

 

 

SABER STYLE STRONG

 

both_a3_bl_tr
both_a3_br_tl
both_a3_special
both_a3_tl_br

both_a3_tr_bl
both_a3_t__b_
both_a3__l__r
both_a3__r__l

both_r3_bl_s1
both_r3_br_s1
both_r3_b__s1
both_r3_tl_s1
both_r3_tr_s1
both_r3__l_s1

both_r3__r_s1

both_s3_s1_bl
both_s3_s1_br
both_s3_s1_tl

both_s3_s1_tr
both_s3_s1_t_
both_s3_s1__l
both_s3_s1__r

both_saberslow_stance
both_showoff_strong

both_t3_bl_br
both_t3_bl_tr
both_t3_bl_t_
both_t3_bl__l
both_t3_bl__r
both_t3_br_bl
both_t3_br_tl
both_t3_br_t_
both_t3_br__l
both_t3_br__r
both_t3_tl_bl
both_t3_tl_br
both_t3_tl_t_
both_t3_tr_bl
both_t3_tr_br
both_t3_tr_tl
both_t3_tr_t_
both_t3_tr__l
both_t3__l_br
both_t3__l_tl
both_t3__l_t_
both_t3__l__r
both_t3__r_bl
both_t3__r_tl
both_t3__r_tr
both_t3__r_t_
both_t3__r__l

 

legs_s3_lup1
legs_s3_lup2
legs_s3_lup3
legs_s3_lup4
legs_s3_lup5
legs_s3_rup1
legs_s3_rup2
legs_s3_rup3
legs_s3_rup4
legs_s3_rup5

 

 

 

Carcass .CAR code version:

both_crouch1.xsi -loop -1 -qdskipstart -additional 0 4 -1 -20 BOTH_UNCROUCH1 -additional 0 4 -1 10 BOTH_CROUCH4 -additional 0 4 -1 -10 BOTH_UNCROUCH4 -additional 0 4 -1 20 BOTH_STAND_TO_KNEEL -additional 0 4 -1 -20 BOTH_KNEEL_TO_STAND -qdskipstop
both_crouch1idle.xsi -loop -1
both_crouch1walk.xsi
both_crouch1walkback.xsi

both_run1.xsi
both_runback1.xsi -qdskipstart -additional 0 10 0 20 BOTH_RUNBACK2 -qdskipstop
both_runstrafe_left1.xsi
both_runstrafe_right1.xsi

both_stand1.xsi

both_walk1.xsi
both_walkback1.xsi -qdskipstart -additional 0 15 0 10 BOTH_WALKBACK2 -qdskipstop
both_strafe_left1.xsi
both_strafe_right1.xsi



both_a3_bl_tr.xsi -loop -1 -qdskipstart -additional 0 3 -1 -10 BOTH_B3_BL___ -additional 8 4 -1 30 BOTH_D3_TR___ -qdskipstop
both_a3_br_tl.xsi -loop -1 -qdskipstart -additional 0 3 -1 -10 BOTH_B3_BR___ -additional 8 4 -1 30 BOTH_D3_TL___ -qdskipstop
both_a3_special.xsi -loop -1
both_a3_tl_br.xsi -loop -1 -qdskipstart -additional 0 3 -1 -10 BOTH_B3_TL___ -additional 8 4 -1 30 BOTH_D3_BR___ -qdskipstop
both_a3_tr_bl.xsi -loop -1 -qdskipstart -additional 0 3 -1 -10 BOTH_B3_TR___ -additional 4 4 -1 30 BOTH_D3_BL___ -qdskipstop
both_a3_t__b_.xsi -loop -1 -qdskipstart -framespeed 40 -additional 0 3 -1 -10 BOTH_B3_T____ -additional 23 4 -1 40 BOTH_D3_B____ -qdskipstop
both_a3__l__r.xsi -loop -1 -qdskipstart -additional 0 3 -1 -10 BOTH_B3__L___ -additional 9 4 -1 30 BOTH_D3__R___ -qdskipstop
both_a3__r__l.xsi -loop -1 -qdskipstart -additional 0 3 -1 -10 BOTH_B3__R___ -additional 5 4 -1 30 BOTH_D3__L___ -qdskipstop

both_r3_bl_s1.xsi -loop -1
both_r3_br_s1.xsi -loop -1
both_r3_b__s1.xsi -loop -1 -qdskipstart -framespeed 60 -qdskipstop
both_r3_tl_s1.xsi -loop -1
both_r3_tr_s1.xsi -loop -1
both_r3__l_s1.xsi -loop -1
both_r3__r_s1.xsi -loop -1

both_s3_s1_bl.xsi -loop -1
both_s3_s1_br.xsi -loop -1
both_s3_s1_tl.xsi -loop -1
both_s3_s1_tr.xsi -loop -1
both_s3_s1_t_.xsi -loop -1 -qdskipstart -framespeed 60 -qdskipstop
both_s3_s1__l.xsi -loop -1
both_s3_s1__r.xsi -loop -1

both_saberslow_stance.xsi -loop -1

both_showoff_strong.xsi -loop -1

both_t3_bl_br.xsi -loop -1
both_t3_bl_tr.xsi -loop -1
both_t3_bl_t_.xsi -loop -1 -qdskipstart -additional 0 9 -1 -30 BOTH_T3_T__BL -qdskipstop
both_t3_bl__l.xsi -loop -1 -qdskipstart -additional 0 5 -1 -30 BOTH_T3__L_BL -qdskipstop
both_t3_bl__r.xsi -loop -1
both_t3_br_bl.xsi -loop -1
both_t3_br_tl.xsi -loop -1
both_t3_br_t_.xsi -loop -1 -qdskipstart -additional 0 9 -1 -30 BOTH_T3_T__BR -qdskipstop
both_t3_br__l.xsi -loop -1
both_t3_br__r.xsi -loop -1 -qdskipstart -additional 0 6 -1 -30 BOTH_T3__R_BR -qdskipstop
both_t3_tl_bl.xsi -loop -1 -qdskipstart -additional 0 5 -1 -30 BOTH_T3_BL_TL -qdskipstop
both_t3_tl_br.xsi -loop -1
both_t3_tl_t_.xsi -loop -1 -qdskipstart -additional 0 6 -1 -30 BOTH_T3_T__TL -qdskipstop
both_t3_tr_bl.xsi -loop -1
both_t3_tr_br.xsi -loop -1 -qdskipstart -additional 0 7 -1 -30 BOTH_T3_BR_TR -qdskipstop
both_t3_tr_tl.xsi -loop -1 -qdskipstart -additional 0 7 -1 -30 BOTH_T3_TL_TR -qdskipstop
both_t3_tr_t_.xsi -loop -1 -qdskipstart -additional 0 6 -1 -30 BOTH_T3_T__TR -qdskipstop
both_t3_tr__l.xsi -loop -1 -qdskipstart -additional 0 9 -1 -30 BOTH_T3__L_TR -qdskipstop
both_t3__l_br.xsi -loop -1
both_t3__l_tl.xsi -loop -1 -qdskipstart -additional 0 5 -1 -30 BOTH_T3_TL__L -qdskipstop
both_t3__l_t_.xsi -loop -1 -qdskipstart -additional 0 7 -1 -30 BOTH_T3_T___L -qdskipstop
both_t3__l__r.xsi -loop -1
both_t3__r_bl.xsi -loop -1
both_t3__r_tl.xsi -loop -1 -qdskipstart -additional 0 9 -1 -30 BOTH_T3_TL__R -qdskipstop
both_t3__r_tr.xsi -loop -1 -qdskipstart -additional 0 6 -1 -30 BOTH_T3_TR__R -qdskipstop
both_t3__r_t_.xsi -loop -1 -qdskipstart -additional 0 7 -1 -30 BOTH_T3_T___R -qdskipstop
both_t3__r__l.xsi -loop -1

legs_s3_lup1.xsi -loop -1
legs_s3_lup2.xsi -loop -1
legs_s3_lup3.xsi -loop -1
legs_s3_lup4.xsi -loop -1
legs_s3_lup5.xsi -loop -1
legs_s3_rup1.xsi -loop -1
legs_s3_rup2.xsi -loop -1
legs_s3_rup3.xsi -loop -1
legs_s3_rup4.xsi -loop -1
legs_s3_rup5.xsi -loop -1
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Do you think he should even have a run animation? Seems like it would be more realistic to just have him be slow but very strong so no running or acrobatics.

 

I'm of course going to use the naming conventions for code reasons with the exception of the saber moves, I'll come up with a new naming setup for the swings where A3, R3, S3 and T3 are replaced by something else but the rest of the naming will be kept like TL_BR=top left to bottom right swing.

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  • 3 weeks later...

I'm taking this list and making a animation.cfg file using these with the _humanoid.gla so I can get an idea of what each one is and making my own notes. I left out the running animations.

 

I've got all of the core but the strafe which shouldn't take long, a few blocks, some force powers which aren't listed, the legs are quick and easy and I'll be starting on the swings soon. I think a lot of these are also "blend" animations that reference frames that are used in the core swing sequences so that makes the list a little shorter.

 

I'm not sure what to do about the "special" or kata move, I personally never liked them and would rather them be removed from the game but it's your call. The only use they have is when some dummy comes into a server, uses it because it's how he beat the SP game but quickly realizes how open it leaves them as they're taken apart by a regular MP player.

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