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animation [2019/08/20 06:17] eternal [Type] |
animation [2020/04/12 02:37] eternal |
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This is the type of animation to play. There are seven currently known types of animations. | 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. || | + | |^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 || | + | |^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. || | + | |^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.|| | + | |^Rival 1|These are parts of the in-game cinematic rival sequences that occur in arcade mode.|| |
- | ||Rival 2|These are for if your character has more than 1 rival.|| | + | |^Rival 2|These are for if your character has more than 1 rival.|| |
- | ||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.|| | + | |^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==== | ||
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 | 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. | | + | |^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. | | + | |^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| | + | |^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 | To use these flags you must select "Raw Display" and enter the Hex Code value into the flags column | ||
- | ||0C (Model Flip)| Causes the model to reverse facing. Animations will play as though the character had it's back to the camera | | + | |^08 (Model Flip)| Causes the model to reverse facing. Animations will play as though the character had it's back to the camera | |
====Animation==== | ====Animation==== | ||
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====From Frame / To Frame==== | ====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. | 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 |