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katanamaru

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Posts posted by katanamaru

  1. @@Aidor this is your complete instructions. Good luck!

     

    Hey Katanamaru, long time past since we make first animations for JA. Too bad the JK3 site (filefront) is a mess now. I never ask you how do you fix the legs animation problem on the edge of cliff. 

    I don't have any of the actual values hands so if I same some value just realize it is a guess.

     

    First you have to make your stance that you want. Keep in mind that the 3/5 single saber styles use the same legs so keep them the same.

    Next you'll need make a sequence that is 5 frames long. set the middle 3 animations to blend. 

    Now using the made up values 0, 2, 4, 6, 8 you'll need to unbind the root bone. 

    Move it to those positions in each frame. 

    From there you adjust the leg in first and last frame to be on the floor mesh. 

    That should be it. 

     

    I don't have my notes in front of me so I'm doing this from memory. If I get online this weekend I'll try and bring my notes.

    Xeby likes this
  2. My backhand animations have the proper hand tag location. I remember doing that since I had to reset the arms for the animations and that puts them in the correct position. 

     

    I know some custom animations have different issues. The most common is the animator not making proper "legup" animations. Those are the animation that play when the character is on a slope or has a leg off a platform. 

     

    I hope they do to. :)

    Aidor likes this
  3. I know what you mean about the hands. The issue is mostly JA's fault. The hand tags are off in the default stances. So when someone makes a saber held correctly in the base stances it is too low in all the other stances. But if someone makes a hilt that is held correctly in a custom stance then it is too high in the base animations.

     

    When I did my stances, runs, and walks I'd lower the hilt in the hand. It's a cheap fix, but it works.

     

    I plan to get back into animating if:

    1. I get a better computer and a better animating program

    2. someone to make it possible to add styles to both sp and mp with codes

     

    I'm not making anymore until that becomes reality and not just possible but not implemented.

     

    I still have a dozen or so styles I'd like to make. But I don't want to do that in Dragon anymore.

    Aidor likes this
  4. Maybe if the special is blocked it could send the opponent flying backward and knock them down. That way they are a little vulnerable, but able to roll to avoid attacks.

    Or set it that if the first couple of hits land this happens, but if the last few hits have more breakthrough defense power.

     

    The idea being that if you special an opponent they have to do a hail-mary dodge to avoid it, but if they run into it they are in big trouble.

  5. I've added breathing to the stances before. You make a stance or take one of the default ones and make it three frames. Next you go to the middle frame and 1.raise the thoraic one unit, 2. lower the head one unit, 3. open the clavicals one unit. Then set the animation to loop and play at 1 fps in the animation.cfg. Now the character will breath while standing still. Adding it to other animations isn't possible or practical. 

     

    As for the feet floating I've noticed that the animations for running are slower in JA than in JO. So you can speed up their animations in the animation.cfg. I was going to do this, but when I set my character to use g_speed 200 the animations linked up for the slower movement.

  6. Sorry I haven't played any JA in a while. I kind of got bummed out when I learned the change in skeleton would make my animations no longer valid. Once the animations have been worked out I'll try and get back into it.

     

    I'm still looking forward to your mod though!

  7. I like the melee idea. Be careful if you have them knock the player back. It would be a bad idea tactically to be close enough to punch a Jedi only to knock him out of attacking ranch, but have them able to be in range with their saber. 

    On the flip side you don't want to knock the player down every time. So a variable or random number might be a good idea here.

  8. I bind my sabers and styles to one key.

    bind f5 "saber kyle; setsaberstyle medium; addsaberstyle fast; addsaberstyle strong"

     

    Now I push f5 and get Kyle's saber with the three stances I want. Style names are:

    fast

    medium

    strong

    tavion

    desann

    staff (I think)

    dual (I think)

     

    I don't normally add staff or dual so I'm not certain on those. Also staff and dual can't be used together.

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