======Animation====== Animations handle the movement of characters, faces, and cameras. {{:animations.png?600|}} =====Ono Tool Information===== The animation table is split into 5 columns ====S / E==== These dictate the __**S**__tart and __**E**__nd frames that the selected animation will play in your move script ====Type==== This is the type of animation to play. There are seven currently known types of animations. |^Normal | These are all standard animations including attacks, knockdown, match wins, ect. || |^Face |This controls the characters facial animations such as speaking, smiles, grimaces, ect || |^Camera |Camera movement is already precoded into these animations. You can utilize specific parts of the premade camera positions to try and piece together something that looks good. || |^Rival 1|These are parts of the in-game cinematic rival sequences that occur in arcade mode. Don't try to use this setting in move scripts or the game will crash when executed. || |^Rival 2|These are for if your character has more than 1 rival. Don't try to use this setting in move scripts or the game will crash when executed. || |^UC1/UC2 | This stores Ultra Combo 1 or 2 animations. If you attempt to use an ultra combo animation when you have not selected that Ultra in game it will result in a crash. If any move you create uses the UC1 type, ONLY use that move when you have Ultra 1 or W-Ultra selected.|| ====Flags==== Flags will tell the game specific ways to play the animation. There are 3 flags that can be selected from a drop down menu and at least one that has been discovered which must be entered manually. There may be more flags to be found |^Normal| This uses all of the information stored within the animation itself. Generally this means an animation might have built-in character movement. | |^Physics2 | Currently it is not known what, if any, difference there is between Physics 2 and Physics. | |^Physics | When this is selected the character's position will be dictated entirely by the settings you use in the [[Physics]] section of the script| To use these flags you must select "Raw Display" and enter the Hex Code value into the flags column |^08 (Model Flip Face)| Causes the model to reverse facing. Animations will play as though the character had it's back to the camera | |^0C (Model Flip Face + Physics)| Causes the model to reverse facing and movement will be entirely based on the [[Physics]] section of the script. | ====Animation==== This is where you select the animation you want to use. The animations that will be shown will change based on the [[Animation#type|Type]] of animation you have chosen. ====From Frame / To Frame==== While [[Animation#S / E|S / E]] dictates the frames of your attack that are using a specific animation, the From Frame and To Frame columns dictate which parts of the selected animation to use. ====Raw String==== This section should always remain empty