Official: Animation bug thread


Aces_High

 

Posted

A long while back, I pointed out that suppressclosefx removed the stone mallets. You said that was trivial to fix and it was done almost instantly.

Well I'm on a fire/shield scrapper and finding my fire sword (fire scimitar option) is suppressed, needs exempting from the suppression.


It's true. This game is NOT rocket surgery. - BillZBubba

 

Posted

Scrapper confront with a shield is still doing the tarzan yell, both live and test.

Put the shield away and it is quiet (at least for fiery melee) but activate the shield and they yell.

As far as I can tell, without the shield, all the scrapper confront powers are totally silent and don't do the usual "Aha!" sound of the emotes or my tank's taunt.


 

Posted

Quote:
Originally Posted by Golden_Avariel View Post
Scrapper confront with a shield is still doing the tarzan yell, both live and test.

Put the shield away and it is quiet (at least for fiery melee) but activate the shield and they yell.

As far as I can tell, without the shield, all the scrapper confront powers are totally silent and don't do the usual "Aha!" sound of the emotes or my tank's taunt.
Sorry, forgot to mention that was on females. I don't have a male scrapper with confront to test.


 

Posted

AT: Brute
Powersets: War Mace/Shield Defense
Character Model: Female
Level: 50

I've been having a weird problem lately, since I made some binds to switch costumes using the /cc_e command. I tried using the Spin emote to change costumes on my War Mace/Shield Defense brute. The bind in question was: /bind F cc_e 1 ccSpin
When I first used the bind, it worked fine. I made another to switch back. /bind Shift+F cc_e 0 ccSpin
That's when the weirdness began. Now when I use a costume change command with an emote, the animation which plays is never quite the same...sometimes it is the Grant Cover animation, sometimes it is the Active Defense animation, sometimes it is a mixture of the Spin and Grant Cover animations....so that I spin and a blue aura spreads out from me.
This was weird, but easily solved by simply not using the binds anymore. But then the other day after having used the bind, I later went to use Whirling Mace in combat and instead of the usual animation it played the Spin animation!

Something definitely seems to be up, but just with me apparently. Nobody else I know who uses shield has reported any sort of issues. Could the /cc_e command be overwriting animations somehow? I did a full file integrity check and it was fine.


 

Posted

I haven't said anything about this in a while because I17 was coming and whatnot, but it's here now and the female Ninja Run jump animations are still bad.

The neutral/back animation still squashes and twists the torso as I pictured previously, and so on.

Quote:
Originally Posted by Nishastra View Post
New Ninja Run animations went live today, and while the female forward jump animation is better, the neutral/back one now has problems.




As you can see, the torso is flattened and twisted to the right.


 

Posted

Body type: Huge
Lower all scales to 0, except shoulders place to 100

animated reptile tail does not connect to the body instead it floats above the butt.
bat wings do not connect to the shoulder/back, they float above them.

its an obvious float, not a small one. those two specific items do not connect to the above body type. i have screen shots if needed.

j.hawk


 

Posted

Bug: Electric Melee powers do not root or play animations when hovering
Character: Level 33 Brute
Relevant powers: Electric Melee, Electric Armour, Hover, all using Default themes
Character model: Male

Bug description: I keep coming back to this, but Electrical powers DO NOT work well while Hovering. On the abovementioned character, I can override the animation time for EVERY attack in the set (other than Lightning Rod, which can't be used in the air) via the following very simple process:

Activate Hover. Start moving and hold down the forward button. Do not let go. While moving forward, attack animations will not play. I don't know if this depends on character proportions, but if it does, I can post his full costume file.

On the one hand, this is problematic because it looks really bad. On the other hand, it's problematic because it looks really exploitable.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

After the 6/8/2010 patch:

Quote:
Originally Posted by Avatea View Post
  • Katana – Weapon draw animations now work correctly again.

Not if you have ninja run toggled. If you "draw" your katana while in ninja run mode, your sword simply "pops" into your hand, with no draw.

I also bugged this in-game.


 

Posted

Bug: Tails play the wrong animation when running sideways.

Character Model: Female, with Wolf Tail.

Relevant powers: Shield Defence toggles, Battle Axe weapon powers.

Bug Description:

When running directly sideways, which is to say straight left or straight right, the Wolf Rail will play its "at ease" animation, where it will gently sway back and forth like a cat or a dog at rest. This is not what a tail should be doing while the character is running, and it looks really, really bad. Worse than the static tails, in fact, because it manages to be "out of step" with the running motion, so to speak. It just looks unnatural.

This bug IS NOT PRESENT when running diagonally, which is to say left + forward or right + forward. In these cases, the Wolf Tail animates as it should, and it looks very, very good.

This bug is present in all stances that I've been able to test with, which include normal, right-hand weapon out, shield out, shield + right-hand weapon out. In all circumstances, the tail sways properly when running forward, forward + left and forward + right, but is bugged when running JUST left or JUST right.

Furthermore, when running backwards, the tail animation loop skips right at the end. It does one smooth sway, then about 3/4 of another before snapping back to the start of the first sway and repeating. It's hard to spot, but it's there.

*edit*
I just tested Ninja Run as well. This has the same problem when strafing purely sideways.

*edit*
Just a quick update, but are we sure this thread is still relevant? I file /bug reports for these things, but I want to know there's still reason to post them here, too.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

Not sure if this is a bug or not, but I noticed recently that the sniper rifle animation has the character aim twice before the firing animation goes off. If this was part of reducing the AR sniper animation disregard this post. :P


 

Posted

I just noticed a pretty serious problem that I can't really put into the proper format, so let me get straight to the bug description:

I THINK females are prevented from using powers while resurrecting, while males are not. I'm talking specifically about resurrecting after using an Awaken. When I play a male character, I can easily hit an Awaken, a Break Free and then start consuming Respites and Catch a Breath-s, whereas when I use an Awaken on a female character, I am prevented from doing ANYTHING until the "getting up on your hands and knees" animation finishes.

If I'm fast enough on the draw, I can activate a Break Free before I get locked out of doing anything, but that still doesn't change matters, because even when I use Break Free, I still cannot use greens or blues.

This discrepancy between the Male and Female models is very, very serious, because it gives male characters a significant advantage in being able to awaken while under heavy fire by consuming several Respite inspirations as they're getting up, whereas females can only awaken if enemies aren't around, or they risk getting re-killed before they can heal themselves. This is an advantage based on the model which should not exist, and from the looks of it, doesn't seem like it was intended to exist.

It took me a while to figure out why it was happening some times and not happening other times, but I just realised that it depended on the character model no more than 15 minutes ago.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

Bug: The Mutant Booster Organic Sword's right hand grip on females is very misaligned.

Character model: Female.

Relevant powers: Anything from Dual Blades or Broadsword for any AT, no other powers active.

Bug description: When held in the right hand, the Organic Sword from the Mutant Super Booster Pack is not actually held in the right hand. Instead, it is held somewhere inside the right wrist. The actual sword appears to be positioned back from the gripping hand and and to the inside of the stance, appearing as thought it is lodged right at the base of the thumb. The right hand itself is gripping empty air.

This is evident with both Broadsword and Dual Blades, but ONLY for the right-hand weapon. When Dual Blades is used and the Organic Sword is positioned in the left hand, the grip appears just about normal. The sword still appears to be ever so slightly backwards from where the true grip is, but given the thickness of the hilt and how much it clips with the tiny female fist, it's within tolerance. However, the right hand grip is VERY misaligned, and VERY obviously so.

This is, furthermore, ONLY true of the Organic Sword. All other swords - the Legacy Broadsword, the Scimitar, the Kopesh, etc. - appear to be roughly in place. It is only the Organic Sword that is misplaced, and very obviously so in comparison to the other weapons.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

Once again the /drink emote is bugge, at least on female models. They do a '2-step shuffle' at the beginning of the anim as they lift the glass. Same thing happened after I17 went live and was fixed. Get out the elmer's, y'all broke it again.


Things to remember:
-Common sense ain't;
-Overkill is the only kill;
-If someone asks if you're a god, run away.

 

Posted

The Sands of Mu animation seems to be bugged on Demon Summoning MMs. Basically after using the whip, Sands of Mu looks like a Brawl-like single punch, but the sound effect and the damage points work as always. If you haven't used the whip in a while, SoM looks normal.


68 Level 50s, all made the old-fashioned way.
Original: Quasar Lad - Fire/Kin troller. Latest: Asp Kicker - Grav/Poison troller.
Completed the "Full Alty Challenge" - level 50 in every archetype, and "Alty's Ultimate Power Challenge" - level 50 in every available powerset in the game.
Member of the Repeat Offenders

 

Posted

Blaster
Fire Blast

The rooting on fire blast is too long/restricitve. Alsmost feels like i´m held.


 

Posted

Female body types, all.
When using the /e drink emote, the character will pop forward a certain distance, then return to original position. Usually only during the part of the animation when the cup is tilted way up. It had disappeared after i17, but it's back again. Not sure if it's been mentioned already, but it's annoying enough to bear repeating.

Also, drink Enriche animation has the bottle being poured into one's eye or over one's head, all model types.


 

Posted

Quote:
Originally Posted by Terror1 View Post
Blaster
Fire Blast

The rooting on fire blast is too long/restricitve. Alsmost feels like i´m held.
rant rant rant etc


 

Posted

Male regular/normal body type with the Martial Arts power set is now doing punches or stabs (can't really tell) instead of usual animations for Storm Kick and Crippling Axe Kick. This began within the last week after getting a new costume that included an eyes & fists combat aura. Audio seems to be fine, just the animation is wrong.


 

Posted

Not sure if this is the right place or not, but I wanted to make a suggestion.

One of the places where the game shows its age, IMO, is in the animations of interactions:

- After clicking on a manhole cover or a truck, your toon jumps off to one side, missing the opening completely.

- Opening a door to a building, your toon slides sideways through the door into the opening.

- I know the train gate timing has been adjusted in the past, but it doesn't look realistic when you can't click on the gate to pick a destination until after the train closes its doors and leaves, then your toon walks through the closed gate in front of the next train.

- Multiple toons entering the same mish overlap. I think it would be better if they enter, one at a time, without stepping on each others' feet. The client doesn't have sit there and show all the toons entering, just show the progression start, and then fade out.


"Player First / Villain Second" - Dr_Hetero

"The real pros will never trumpet their experience. They'll lead by example." - Primal

 

Posted

Ninjitsu's Danger Sense has a buggy flying animation on female (all?) body types. When you activate Danger Sense in flight, instead of the normal animation, it plays the Dragon Tail roundhouse kick animation from Martial Arts instead. This has the annoying side effect of rooting the character during activation.


Arc #41077 - The Men of State
Arc #48845 - Operation: Dirty Snowball

 

Posted

I don't know if anyone cares about this thread any more, but the problem I pointed out with Ninja Run's neutral/back jump animation on females is still there.

That's not why I'm here, though.



With the animated wolf tail, at least (haven't tested the others), if you're moving backwards and then stop, right at the beginning of the stopping animation your tail shifts up to your back for a frame or two.

All the tails seem to have the same animations, so it probably affects all of the animated ones, but as I said I've not tested :P


 

Posted

Would it be possible to ask the developers to have my character face me the player when they stop running or moving for a few moments? I noticed that my hero has an animation of looking around if they stand in place for a few moments. Could that animation be modified to turn toward me so I can see my hero from the front? I get tired of only seeing my hero from only the back. Then once I press the "w" key they will resume moving away from me like they currently do.

Salala Mulaja


 

Posted

Archetype: Scrapper
Primary Powerset: Katana
Secondary Powerset: Willpower
Patron power pool: Soul Mastery

Not sure if this is really a bug, but it is bugging me.
For concept purposes I really wanted my scrapper to have Soul Mastery. So when GR hit, I went villain right away to get it. One of the powers in the set; Shadow Meld, has an issue though.

The animation for this power is allready long, though i don't really mind since it's a good panic-button power. However, with the Katana powerset, the animation is long and also causes you to have to redraw your Katana. So by the time you get to attack again, the power is allmost gone due to it's short duration.

I'd love to see Shadow Meld being activated without the katana being put away. It should be possible since none of the Willpower sets require you to redraw your Katana. Please 'fix' this =)


(P.s. It would be even better if the same thing could be done for Dark Blast. The power shoots out of the Toon's right hand, and he carries his katana in the left one. So why not shoot with his Katana drawn?)


 

Posted

When you press A, the nija runs upwards you with their head facing behind them. But if you jump while running like this, the ninja is animated to jump forward as though they're running with W.


 

Posted

using the witch 'trench coat' the flowing 'trench-coat' item was in front of one leg when I got out of the tailor. Lvl 33 Scrapper, female.