Tempust85 Posted January 2, 2017 Share Posted January 2, 2017 Red = IssueGreen = DoneBlack = Not Started CORE both_crouch1both_crouch1idleboth_crouch1walkboth_crouch1walkbackboth_run1both_runback1both_runstrafe_left1both_runstrafe_right1both_stand1both_walk1both_walkback1both_strafe_left1both_strafe_right1 SABER STYLE STRONG both_a3_bl_trboth_a3_br_tlboth_a3_specialboth_a3_tl_brboth_a3_tr_blboth_a3_t__b_both_a3__l__rboth_a3__r__lboth_r3_bl_s1both_r3_br_s1both_r3_b__s1both_r3_tl_s1both_r3_tr_s1both_r3__l_s1both_r3__r_s1both_s3_s1_blboth_s3_s1_brboth_s3_s1_tlboth_s3_s1_trboth_s3_s1_t_both_s3_s1__lboth_s3_s1__rboth_saberslow_stanceboth_showoff_strongboth_t3_bl_brboth_t3_bl_trboth_t3_bl_t_both_t3_bl__lboth_t3_bl__rboth_t3_br_blboth_t3_br_tlboth_t3_br_t_both_t3_br__lboth_t3_br__rboth_t3_tl_blboth_t3_tl_brboth_t3_tl_t_both_t3_tr_blboth_t3_tr_brboth_t3_tr_tlboth_t3_tr_t_both_t3_tr__lboth_t3__l_brboth_t3__l_tlboth_t3__l_t_both_t3__l__rboth_t3__r_blboth_t3__r_tlboth_t3__r_trboth_t3__r_t_both_t3__r__l legs_s3_lup1legs_s3_lup2legs_s3_lup3legs_s3_lup4legs_s3_lup5legs_s3_rup1legs_s3_rup2legs_s3_rup3legs_s3_rup4legs_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 Link to comment
Archangel35757 Posted January 2, 2017 Share Posted January 2, 2017 need death animations... I want to retarget the STEF death animations-- just to be a little different. Link to comment
minilogoguy18 Posted January 2, 2017 Share Posted January 2, 2017 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. Link to comment
Tempust85 Posted January 2, 2017 Author Share Posted January 2, 2017 You need to keep to the exact naming in the list, otherwise it's more coding work. I've missed a few animations, but this list will keep you busy for a while. Link to comment
minilogoguy18 Posted January 21, 2017 Share Posted January 21, 2017 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. Link to comment
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