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  1. #1

    Default Xebenkeck's Animation Tests.

    This thread is for posting any animation glitches and hiccups that I am testing.

    There isnt really much point in posting in this thread beyond Neph. Or if someone else notices something I've completely missed. Anyways I will periodically update the main post.

    Neph anything major I will bold. Everything else is minor but still noticable.

    I'm testing the animations for each unit which are: Idle, Marching, Running, Charging, Melee attacking, Range attacking, Being Killed, and Corpse Positioning.

    **This is all relative to version 1.1.2, all is subject to change**

    In General Problems
    Spoiler Alert, click show to read: 

    -Any scout unit(the ones with the boot icon), Their run/walk animations are weird in that it looks like they are in 2x speed. It is weird looking if you have lets say your Zora Infantry and Zora infiltrators marching side by side, as they are going the same speed, but the infiltrators legs are moving twice as fast. Running it makes sense, as these units are suppose to be faster, but in a standard march it looks out of place.

    -They're are quite a few units in the game that are labeled spearmen, but they attack as if they are holding a sword and shield. Examples are Glaive Grunts and Shiekah Monks.

    -If a unit whom is smaller then the standard human,(most of the ones with corpse problems) if they go through the "special" death animation, i.e. the one where a spear man will knock an enemy down then stab them in the back, or when an axeman knocks the enemy to his knees then gives him a uppercut with the axe, these will cause these smaller units bones to stretch to fit the animation, which also causes the corpse to remain stretched. What this means is the animation has/uses a set model which is the standard human one, and when one of these deaths occurs on a smaller/different shaped unit, like a gohma larva, the game transplants that model onto the model used for the animation.
    I ran into this lots in Brawl hacking, example: http://www.youtube.com/watch?v=DYBrmNuKAs0 What this is, is using Pikachu MODEL, with Ganondorfs ANIMATIONS. Likewise this is what is happening in HTW. The game is using these smaller models(kokiri, miniblins, gohma) while using a standard humans ANIMATION, in these special death animations. Good for entertainment purposes, not very professional looking though.

    -Alot of units that use elephants as a base for some odd reason cannot be hurt in melee combat. If Im controlling say King Ganon and I tell him to attack with a single mouse click, he will take no melee damage. My test was 5 Glaive Grunt units vs Whoever, the ones that were good would kill about 20 men before they died but the bad ones would kill all 5 units of the Gerudo Glaives and take no damage(no blood splatter).

    King Dodongo - Good
    Twilight Spider Swarm - Good
    Argorok - Good
    Armogohmas - Good
    Sulkaris - Good
    Matriarch - Good
    Dezaia - Good
    Bongo Bongo - Good
    Veran - Good
    Orhats - Good
    Battlecrabs- Good

    Elder Goats –Bad, and they don’t attack
    Great Deku Tree – Bad
    Stallord - Bad
    Onox - Bad
    King Ganon - Bad
    Beam Golems - Bad
    Essence of Tarm - Bad
    Skull Keeta - Bad
    Shadow Bloats - Bad
    Earth Reapers - Bad
    Hylia – Bad

    -Many of your animations that involve a repeated loop, like peahats spinning, kargoroks flapping their wings, gorons rolling, aren't looped smoothly. What this means is you can visually see when the loop animation ends and starts again because there is a small studder in the animation. I know you can fix this because of how well you have the Perception Ward and Earth Reapers working for the Fairies and Wizzrobe. They constantly spin with no hiccups what so ever in the animation. I dont really know your methods of animating or the program you use, but whenever I made these types of animations for Brawl, I would copy Frame 1 and Paste it on the final frame of the animation and the program i used would auto fill values between "key" frames.


    Kingdom of Hyrule
    Spoiler Alert, click show to read: 

    Princess Zelda 2 – Bad..... She does not shoot her bow. And she has no visual melee attack. Additionally the game actually crashes when told to go into a melee engagement with her. She doesn’t have a “charge” animation. As I said the game crashes when I tell her to charge at another army.

    Gerudo
    Spoiler Alert, click show to read: 

    Ganondorf – Good, however in death his cape glitches through his body.
    Nabooru – Good – Maybe alter Nabooru’s model/color scheme to make her a little more distinct from the rest of her unit. It is very easy to lose track of her in battle even in a 1v1 battle.
    Dune Archers - They do not hold a secondary weapon, in melee they fight bare handed.
    Wind Witches – Like Dune archers they fight bare handed in melee and at range. Ranged I can live with as they are sorcerers, but maybe give them a staff for a melee weapon.
    Mounted Dune Archers – Like Dune archers they fight bare handed from horseback.
    Runeka – Does not have a visible melee attack. Just stands there and takes hits.

    Gorons
    Spoiler Alert, click show to read: 

    Goron Berserkers – Good, but you may want to change in the description where it says “Animals may run amok,” to something like “Gorons may run amok” lol.
    Dodongos – No melee attack at all.
    King Dodongo - Good

    Zora
    Spoiler Alert, click show to read: 

    Bigocto Riders – Good, You may want to adjust the Octos corpse slightly so it lays more naturally.
    Bigocto Battle Platform – See above comment
    King Farkos – Good, see Octo comment

    Kokiri
    Spoiler Alert, click show to read: 


    Corpses could still come up ever so slightly.

    Also just noticed but any Kokiri whos wearing the green sweater, mostly the boys, their arms are bigger then the sleeve, so their arms glitch through it.

    Deku Trees – Glitch out when they die, They will fall over, then be upright again, then frame jump to back being on the ground. Also the Kokiri whom fall off, their corpses sink into the ground, unlike the wolfos calvary.
    Saria – Fights completely bare handed
    The Great Deku Tree – Good, although iI think it would look better if the deku tree fell backwards as oppose to the side.

    Gohma
    Spoiler Alert, click show to read: 

    You already have in your to do list to alter the Gohma's corpse positions. And it does seem true for all the Gohma units, some worse then other. Any elephant/calvary unit are the worst IMO, because horses normally just fall on their side when they die, which is fine for most units in the game like dodongos, but for spider units it looks really bad. My suggestion would be if you could make them flip 180 degrees instead of 90 to vastly improve the way the corpses of the "calvary" gohmas look. IE, Long Leg Gohma and Pinscer Gohma. The other units like Gohma larva arent too bad its just they sink into the ground about 1/3 of the length their body. This little write up only applys to corpse position for all the Gohma units except Sulkaris and Mido, who I've written about below. Everthing else is Good on all the Gohma units.

    Sulkaris – Good, her death animation does the same thing as Onox with a slight difference. She goes through the first, I’d say half, of the dying animation, then instantly drops to the ground.
    Mido – His corpse, like a Kokiri sinks into the ground.

    Ordona Province
    Spoiler Alert, click show to read: 

    Hawkmen – Good, however the Battle portrait for some odd reason doesn’t register when the hawks die, but when you hover over the unit on the battlefield it registers there death there. So basically when I tested this, all my hawks died and most of the farmers died as well, but the battle portrait said I still had 24 men. Where as when I highlighted the unit on the battlefield, it read the correct number which was 3 men left, which is what was actually left, and they were routing BTW lol.
    Elder Goats – Beyond charging, they don’t do any damage in normal melee combat, as well as they don’t take any damage. This I believe is what Matwensley mentioned in this thread.
    Mounted Farmer Archers – Good, but you have the wrong icon on their battle portraits, you have them marked as spearmen, they should be marked as archers.
    Rusl – Fights as if he is holding an axe, which is fine, I just suggest making his sword longer so he doesn’t look like a retard swinging that little sword with two hands.
    Annara -Like Runeka, doesn’t have any visible melee attack, just stands there until she dies.
    Flag Bearers and Mounted Flag Bearers – Dont hold a second weapon, just the flag, most of your other flagbearers hold at least a sword in the other hand.

    Lanayru Province
    Spoiler Alert, click show to read: 

    Coral Archers – Good, although they still hold their bow when in melee, would look nicer if it went onto their back like you did for the Kokiri’s Emerald Archers. This goes for all archer units for that matter.
    Battlecrabs – When this unit is the Command unit, the General unit has a Zora floating above its head. And their corpse position is bad looking.
    Archer Battlecrabs – Likewise the corpses here are bad looking, just a 90 degree flip of the model.

    Deku Tribes
    Spoiler Alert, click show to read: 


    There are a few issues with all deku scrub units except Mognolia and Peahats. First all corpses sink into the ground for all units. Secondly they suffer the same problem as miniblins in that when they are attacking they're legs are completely underground and their ass-end is whats on the ground.

    Lily Scrubs – Have some weird black ring below them, Im not sure if this is suppose to be a shadow or just some weird remnant from your model.
    Orhats – Coprse and death animation problems like all other elephant units.
    Deku Baba’s – Use an attack as if they are human and it causes all sorts of problems like sinking into the ground for attacking and corpses. Also a balance issue is they are WAY too spread out, this makes them effectively useless as in many cases it will be 3+ on 1 and the deku baba gets obliterated.

    Moblin
    Spoiler Alert, click show to read: 

    Bokoblin Footmen – They leave no Corpses, they sink into the ground.
    Miniblin Swarm – They leave no corpses, they sink into the ground. While standing and attacking they’re legs are also well below the ground, they’re hips are whats on the ground, they look like bowling pins.
    Bulblin Troopers – Do not leave corpses, they sink into the ground
    King Ganon – Like Sulkaris he goes through the first half, of the normal dying animation, then instantly drops to the ground.
    Moblin Catapult – They leave no Corpses, sink into the Ground

    Darknut Legion
    Spoiler Alert, click show to read: 

    Generals – Cant run, so faster units like Fokka Knights and Initiates can get miles ahead of them.

    Lizafos
    Spoiler Alert, click show to read: 

    All Lizafos units whom are hunched over, when die falling forward their head is completely underground. This doesnt apply to songsayers and darkhammers as they aren't hunched over they stand stright like a human. This only applies to when they fall forward, if they fall back their corpses are fine.

    Aeralfos – If you could flatten their wings on their corpse it would look a lot better.
    Bird-Catchers – Dont hold a secondary, and there bow remains in their hand when in melee.

    Labrynna Regime
    Spoiler Alert, click show to read: 

    Pathfinders – You have them holding the wrong weapons, They hold their daggers when shooting, and hold their crossbow when melee fighting
    Borderguards – Dont hold a secondary weapon.
    Tokay Captain – Runs like a Gimp. (Cannon Fodder)
    Flag Bearer – doesn’t hold a second weapon like other flag bearers


    Fairies of Tarm
    Spoiler Alert, click show to read: 

    Golems – Ranged attack is a bit buggy, and they put that nice staff away in melee combat.
    Beam Golems – At the end of their melee attack they frame jump to a standing position. Also they have a bad dying animation, they start to hunch over, they frame jump straight to being on the ground.
    The Fairy Queen – Her corpse sinks into the ground
    Dezaia – Corpse and dying animation position is really bad looking.
    Essence of Tarm – Likewise the corpse and dying animation could be adjusted


    Stalfos
    Spoiler Alert, click show to read: 

    Stalhounds – Have a really weird glitch when killed sometimes. They go wild and spin really fast in a circle for a good 10 seconds. Also corpse sinks into ground a fair bit. They also seem to fail at attacking, 60 town guards vs stalhounds, stalhounds killed 1 town guard???? Im assumeing this is wring lol.
    Paratamu – Good, however when standing idle their feet are below the ground.
    Stalkin – Don’t leave corpses, they sink into the ground.
    Scythe Lords – Good, but they frame jump when they finish using their projectile. Meaning they use the projectile animation, then immediately go back to idle animation, with zero frames of animation connecting the two.
    General Onox – He suffers as above, but between his melee attack and standing animation. Also he has absolutely no Dying animation, he goes from standing to laying down instantly.
    Stallord – Youll probably want to adjust his death animation/corpse position.
    Floormasters – In death they sink into the ground, and lay awkwardly.

    Sheikah
    Spoiler Alert, click show to read: 

    Interogators – Don’t have a secondary fight hand to hand, could just let them continue to hold their needles as they do when ranged attacking.
    Kingmakers – Dont have a weapon for melee combat.
    Agnahim – No melee weapon.
    Bongo Bongo – May want to clean up his melee attack, makes him sink into the ground, then freeze frames for about 2 secs afterwards. Also idle animation makes him rise above the ground. And death animation you probably want to change.
    Generals – See Kingmakers

    Kingdom of Ikana
    Spoiler Alert, click show to read: 

    Noblemen – Their capes are detacted when they are fighting.
    Captain Keeta – Same problems as sulkaris/Onox/Ganon. Death animation frame skips melee to turn around frame skips.
    Generals – See noblemen

    Forces of Twilight
    Spoiler Alert, click show to read: 

    Shadow Insects – Their corpse isn’t really on the ground, the tip of its leg is what is touching the ground everything else is floating a fair amount above the ground.
    Shadow Kargaroks - Like the Shadow insects.
    Shadow Messengers – Good, corpse could be cleaned up a bit though
    Twili Sorceress – Fight bare handed.
    Twili Spider Swarm – Good, corpse could be turned so the spider is on its back when its dead.
    Shadow Bloat – Dying animation thing, as mentioned above.
    Sol Cannon – Units manning cannon don’t do anything.
    Midna – Good, no longer a hero unit?
    Zants Bodyguards – See Shadow Messengers
    Argorok – Running/Flying animation frame skips, dying and corpse postion are bad.
    Flag Bearer – Doesnt hold a secondary

    Order of Wizzrobe
    Spoiler Alert, click show to read: 

    Earth Reapers – Also death animation skips frames, and the corpse could be better.
    Carock – Fights barehanded

    Zola
    Spoiler Alert, click show to read: 


    Subrosian
    Spoiler Alert, click show to read: 


    Tokay
    Spoiler Alert, click show to read: 


    Horon
    Spoiler Alert, click show to read: 


    Zuna
    Spoiler Alert, click show to read: 


    Huskus
    Spoiler Alert, click show to read: 

    Last edited by Xebenkeck; December 13, 2012 at 10:40 AM.

  2. #2
    quenya's Avatar Biarchus
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    Default Re: Xebenkeck's Aniimation Tests.

    doing this was a great idea. everything you've said is true, and these will definately improve the performance of this mod.
    Droma: :Rosa

  3. #3

    Default Re: Xebenkeck's Aniimation Tests.

    Good job Xebenkeck! Hopefully Nephalim cab make the animations more fluid with this.

  4. #4
    Mattwensley's Avatar Primicerius
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    Default Re: Xebenkeck's Aniimation Tests.

    Sorry if this isn't the right place, I know this is animations, and I have something regarding failing attacks as a whole, but right now there's nowhere to put it, and I don't want to make a bug thread based on this alone:
    @Neph
    For cavalry units that aren't attacking in melee - the riders of Ordona - have you made sure you've given them a melee sword attack of the same value as well as the charge sword attack? Not sure If what I'm saying makes sense, it's something that I wandered into on a submod breakdown of TATW:
    http://www.twcenter.net/forums/showthread.php?t=498703
    If you look under Gondor Cavalry (sword), he mentions that it is a fallacy of MTW2 that they need two identical weapons values, or fail to attack.
    I understand I'm asking something incredibly obvious that you've probably already looked at, but just want to help!

  5. #5
    UndyingNephalim's Avatar Primicerius
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    Default Re: Xebenkeck's Aniimation Tests.

    Quote Originally Posted by Mattwensley View Post
    Sorry if this isn't the right place, I know this is animations, and I have something regarding failing attacks as a whole, but right now there's nowhere to put it, and I don't want to make a bug thread based on this alone:
    @Neph
    For cavalry units that aren't attacking in melee - the riders of Ordona - have you made sure you've given them a melee sword attack of the same value as well as the charge sword attack? Not sure If what I'm saying makes sense, it's something that I wandered into on a submod breakdown of TATW:
    http://www.twcenter.net/forums/showthread.php?t=498703
    If you look under Gondor Cavalry (sword), he mentions that it is a fallacy of MTW2 that they need two identical weapons values, or fail to attack.
    I understand I'm asking something incredibly obvious that you've probably already looked at, but just want to help!
    I never knew they had to be identical. That's probably why many of my cavalry units are not attacking in melee after they charge.

  6. #6

    Default Re: Xebenkeck's Aniimation Tests.

    That probably will fix that issue with the dodongos i just posted lol.

  7. #7

    Default Re: Xebenkeck's Aniimation Tests.

    of course it all makes sense now thats why i couldnt kill that twilight bug with my octoroks they wouldnt attack when still!
    I shall consume... consume everything

  8. #8
    Attaxer's Avatar Campidoctor
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    Default Re: Xebenkeck's Aniimation Tests.

    And Matt Wensley saves the day.

  9. #9
    Mattwensley's Avatar Primicerius
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    Default Re: Xebenkeck's Aniimation Tests.

    Quote Originally Posted by Attaxer View Post
    And Matt Wensley saves the day.
    The real heroes are your local doctors, police and fire department. Stay in school, kids!
    Last edited by Mattwensley; July 20, 2012 at 05:54 PM.

  10. #10
    Attaxer's Avatar Campidoctor
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    Default Re: Xebenkeck's Aniimation Tests.

    Quote Originally Posted by Mattwensley View Post
    The real heroes are you local doctors, police and fire department. Stay in school, kids!
    *fangirl squeal* he's so dreamy!

  11. #11

    Default Re: Xebenkeck's Aniimation Tests.

    Gohma up.

  12. #12

    Default Re: Xebenkeck's Aniimation Tests.

    Quote Originally Posted by Xebenkeck View Post
    Gohma up.
    Is that an order?

  13. #13

    Default Re: Xebenkeck's Aniimation Tests.

    Moblins are up. They have a few problems, mostly corpses.

  14. #14
    Mattwensley's Avatar Primicerius
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    Default Re: Xebenkeck's Aniimation Tests.

    Quote Originally Posted by Xebenkeck View Post
    Moblins are up. They have a few problems, mostly corpses.
    The corpse issue depresses me - if I'm having an epic battle (which against the Moblins, you probably are), it appears that I am being f'ed in the a when all the bodies are mine
    ~~Knowledge is power, and I do not like the feeling of weakness~~
    ~~If it's a million to one shot, I'll make sure I'm the one~~

  15. #15

    Default Re: Xebenkeck's Aniimation Tests.

    Neph has said he knows how to fix the corpse problem which plagues many units. Just its probably not to high on the priority list ATM.
    Last edited by Xebenkeck; September 02, 2012 at 01:56 AM.

  16. #16

    Default Re: Xebenkeck's Aniimation Tests.

    Whenever I attack with Sulkaris it doesn't kill anything. Sulkaris only is effective as a dread weapon right now.

  17. #17

    Default Re: Xebenkeck's Aniimation Tests.

    Mhm, Sulkaris doesn't really do anything for me, either.

    Also, a lot of the Lizalfos necks are bugged. I noticed it on the Bird Catchers first, so that might be a good place to start. In the course of standing/running/shooting, the neck deforms, bulges, kinks up, etc. and generally does some very bizarre stuff. I wouldn't have noticed it from a distance, but I usually like to run through my fights by locking the camera on a particular unit and watching the fight from there.

  18. #18

    Default Re: Xebenkeck's Aniimation Tests.

    ..
    Last edited by Xebenkeck; December 13, 2012 at 10:42 AM.

  19. #19

    Default Re: Xebenkeck's Aniimation Tests.

    Ok I've cleaned up the OP a little bit to make a little easier for people to read. Also added a "general" problems section, and i finished both the Kokiri and Zora.

    Sorry for DP BTW.

  20. #20
    Avatar of the Ice Wolf's Avatar Praeses
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    Default Re: Xebenkeck's Aniimation Tests.

    @Xebenkeck

    Saria is supposed to have no weapon. That was intentional.

    West: Foranar- Azurita - The Redeemer - Sinteiria - Sakotae the Guardian (Tavia) - Saleria
    East: Nerise - Kiril

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