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animation [2019/08/13 09:06]
127.0.0.1 external edit
animation [2020/04/26 07:58] (current)
eternal [Flags]
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 ======Animation====== ======Animation======
-This page is for anything related ​to the Animation subsection ​of the scripts ​page or anything related ​to how the game reads animation ​files in general. If anyone figures out how to edit animations ​or .ema files post it hereThis section ​can also be used for the purpose ​of cataloging ​the discoveries for models and skin modification discoveriesThat does not mean "​posting new art" but any of the technical discoveries should ​be put here (such as all the wonderful stuff discovered by sloth86)+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 animationThere 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 itselfGenerally 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
animation.1565683590.txt.gz · Last modified: 2019/08/13 09:06 by 127.0.0.1