Official: Animation bug thread
Only one I got.
Was on a Archery Blaster, and my teammate was an Emp Defender. While I was using Ranged Shot, durring the interupt period, if she buffed me with Clear Mind or Fortitude, my archer stopped the animation for Ranged Shot, his bow disappears, and then takes the buffed animation(Arms as the side, and then stands up straight with his chest coming out like he took a deep breath of air) Then the arrow flies at my target from no drawn bow.
Might have to do with the animation being interupted, durring the powers interupt period, but just figure the arrow being aimed for a spiner shot was more important than the buff animation.
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The powers Pocket D teleport, Base teleport, and Mission teleport are all getting interrupted somehow. In both animation and power execution. I will not be using anything, not even touching my mouse and the power will fail sometimes. Sometimes I can see the animations getting briefly interrupted and then quickly going back to continue the "casting teleport" animation.
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This bug.
I have seen this also, happened to myself and a team mate.
It has been intermittent.
Originally Posted by Forbin_Project
I was thrilled with the Science pack cuz I finally got payback on the creepy guy that kept trying to ERP with my tween heroine, by hitting the costume change and turning into a 10' tall monstrous escaped prisoner and telling him, "You gots a real purty mouf, now bendover and squeal like a pig fo yo daddy, cuz you my little puppy now!" Haven't seen him since.
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During the cutscene of the 3rd mission of the LRSF (Defeat Future Freedom Phalanx), Manticore "wigs out" for lack of a better term. He rapidly plays the draw arrow animation repeatedly. This only started with the arrival of i14, where I also noticed many enemies seem to "fast-forward" their idle animations (pounding fists, etc).
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This also. I witnessed a rather funny cutscene with Manticore having a animated fit. He looked like he was whipping himself on his back with his arrow. Either he loves being whipped or has an itchy back.
I've also seen many NPC's with broken emotes.
This includes the panhandlers (villain side), and the newsie (in front of the yellow line train in Atlas Park).
Originally Posted by Forbin_Project
I was thrilled with the Science pack cuz I finally got payback on the creepy guy that kept trying to ERP with my tween heroine, by hitting the costume change and turning into a 10' tall monstrous escaped prisoner and telling him, "You gots a real purty mouf, now bendover and squeal like a pig fo yo daddy, cuz you my little puppy now!" Haven't seen him since.
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Another animation bug, but this one has been around for several issues now.
Inanimate objects are alive!
That is - objects that you are to destroy as part of a mission objective will turn around on the spot.
Example is the villain side cape mission, to destroy the hero statues. As soon as you get into aggro range, the statue will spin around on the spot, as if it is looking at me. This was freaky the first time I saw it. My team mates lol'd at this also.
I have also seen this bug on one of the missions in the hollows, to destroy a bunch of crates in one of the troll missions. The crates spin around on the spot, like they just noticed me.
I have only seen this when the object is to be destroyed as part of the mission objective, in regular game content (outside of AE).
Originally Posted by Forbin_Project
I was thrilled with the Science pack cuz I finally got payback on the creepy guy that kept trying to ERP with my tween heroine, by hitting the costume change and turning into a 10' tall monstrous escaped prisoner and telling him, "You gots a real purty mouf, now bendover and squeal like a pig fo yo daddy, cuz you my little puppy now!" Haven't seen him since.
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<ul type="square">[*]Thugs MMs that have their pistols drawn while they are Hovering will often lock up. As in completely freeze unable to do anything until they log off and log back into the game. This happened so often that a friend of mine that I duo with a lot had to respec his Thugs MM out of Hover.
[*]When using the Veteran attack Ghost Slaying Axe (or Undead Axe or whatever it's called), color from the character's costume creeps up onto the character's neck after the axe is swung. This lasts until the axe disappears.
[*]When a Peacebringer is in Nova form the Nemesis Staff veteran power will be greyed out. If however you hit the button anyway a Nemesis Staff will appear in the Peacebringer's teeth, with the end sticking completely through the Kheldian.
[*]Emotes will not play if a character has a shield drawn.
[*]Many emotes will not play if a character has any armor toggle on. Some will, some won't, depending on the armor toggle. Far too many combinations to list.
[*]Magic pack costume change emotes will not play if a character has a shield drawn. Usually will play if a character has armor toggles on, occasionally will not.
[*]Drawing a bow from your powerset, and then hitting the Longbow temp power, will cause your character to have 2 different bows in one hand.
[*]The magic pack Valkyrie wings clip with the legs of all character models.
[*]If any character with any of the full-sized wings jumps, their outstreched arms will clip through their wings.
[*]Character "dodge" animations are often interrupting character melee attack animations. This causes enemies to be hit and take damage for no apparent reason while the character stands there doing nothing.[/list]
Tech Wings, while hovering/flying, female model (definitely)
The "wrist" hinge point(s) of the Tech Wings will, while flapping, clip each other rather ... dramatically ... right behind the character's head. This happens at all times while flying type powers are active with this costume option on female character types. Have not tested if the "width clearance" is any better on male or huge models so as to avoid this problem.
Recommendation:
Make the Tech Wings use a "slenderer" more streamlined mesh model of the wing wrist joint to avoid clipping while flapping. Either that, or adjust the skeleton for the Tech Wings such that the wrist joints are more widely spaced apart while flapping.
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Shield Taunt: the sound doesn't play when my Axe Tanker uses it. He stands there banging his axe against his shield and it's all eerily silent.
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That was true for the Dark Melee Confront, as well. Dark/Dark Scrapper, Huge model, running only the Dark Armour toggles which shouldn't affect animations.
Two bugs to report:
Bug one: Running animation on the female model with a right-handed weapon starts too slowly.
Character: Broadsword/Invulnerability Scrapper running nothing but the Invulnerability passives and Swift. Broadsword out.
Description: Whenever the character starts her "running forward" animation, she plays one cycle too slow, at the animation speed which would have been appropriate if she didn't have the Swift run speed buff. Sprint on top of Swift makes it even more noticeable. This is only true for one cycle (e.i. left foot -> right foot -> end), and then running animation speed increases to match what it SHOULD be like with the current run speed buffs. This is true when transitioning into a forward run from ANY other state, such as standing still, landing from a jump, strafing side to side or activating an attack.
My hypothesis: The animation for transitioning into a forward run from any of the other states ignores running speed buffs, and it shouldn't.
Bug two: Some Broadsword family animations don't play their effects right with a Shield out, namely Slash from Broadsword.
Example
Character: Broadsword/Shield Defence Scrapper, running only one shield toggle and nothing else.
Description: Each Broadsword attack has a very feint "swing arc" when it animates, drawn in white. These appear designed to accentuate the weapon strike and follow the arc, like you would see in a comic book. However, when using Broadsword Slash, the arc doesn't follow the weapon at all, and is instead drawn above and behind the character, nowhere near where the weapon is. This is strictly a SHILEDS WITH WEAPON problem, as the bug is NOT present when the weapon is used without a shield out. Two attacks from War Mace do the same, one is the attack that uses the same animation as Slash, the other is the upward strike absent from Broadsword, but the one used by Fire Sword. I can't remember their names at this time.
My hypothesis: The shield-specific animations for this powers have an incorrect position for the "swing arc" attack effect, casing it to appear behind and above centre, rather than below and in front of centre where the actual swing is.
*edit*
I would like to point out that I tried, and I seem to no longer be able to bypass animation and rooting while hovering with the method I had. I don't know when that happened, but I'm glad it did. Thank you
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.
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Snipe animation targets last defeated foe rather than currently selected foe.
When starting a snipe after defeating a foe, the animation's vertical component is targeting the last defeated foe's corpse, rather than the the newly selected target.
Can be easily reproduced by hovering over a target, defeat it, then target a foe on horizon and cue up snipe. The snipe animation will be looking at your feet, until the first foe's corpse dissolves.
Currently this is for every snipe in the game but is most obvious when using a drawn weapon (Assault rifle / Bow).
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"Chew Electric Death, Snarling Cur!"
Male Arachnos Soldiers don't kneel when Resting if they have a weapon drawn when the power is activated. I haven't checked to see if it applies to female or huge, but it does apply to both guns and maces.
For electric melee stalkers, Assassin's Shock does not return to the default in-combat stance after the animation plays. If the player moves before returning to the default in-combat stance, they "slide" without playing any animation at all.
I can't seem to find a way to reproduce it, but it's happening quite frequently.
A LOT of NPCs are stuck doing the sped-up "Hit their fist into their palm" then "Yell" emote loop, rather than whatever emotes they have been directed to use. This is most obvious in architecht maps, but I've seen it happen in non-Architect Missions and the city zones as well.
Dame Silverwing (50 Kat/SR Scrapper) Virtue
Professor Bikini (50 Bots/Dark MM) Virtue
Dame Silver Fury (41 Peacebringer) Virtue
Operative Velvet (50 Fortunata) Virtue
Petal Dancer (35 Plant/Kin Contoller) Virtue
Tanegashima (Rapidly levelling DP/Ice Blaster) Virtue
(and more)
There's a female model animation bug that's bothered me for a while. Any time the character model returns to the standing pose where your arms are at your side, your shoulders jerk up slightly as the next animation cycle starts (with your head panning left and right). It's as if the two animation sequences aren't set to start/end at exactly the same position. I've never noticed it with the male and huge models, but it's been in-game as long as I can remember (at least four years). You can also see this behavior on the character selection screen.
Blondeshell (1381 badges) - My other badge hunters
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MArc #87989 - Enter, The Conglomerate
Invention Salvage Distribution Charts
Bug: Widow Training/Spin animation is interrupted by the "lean to your back/left" dodge animation, both Male and Female.
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For electric melee stalkers, Assassin's Shock does not return to the default in-combat stance after the animation plays. If the player moves before returning to the default in-combat stance, they "slide" without playing any animation at all.
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Assassin's Claw/Impaler/Shock have a unique after use animation.
What shall claim a Sky Kings' Ransom?
PPD & Resistance Epic Archetypes
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AT: Masterminds
Powerset: Thugs
Bug: Slipping feet.
When playing as a Thugs mastermind with your dual pistols drawn (attack stance) attempting to walk forward diagonally will play the normal forward animation, so it looks like you're sliding across the ground. This only affects the Huge model to my knowledge.
To replicate: Draw your dual pistols, and walk forward diagonally.
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This also happens to my Thugs MM, but he uses the male model, not the huge model. So it must be for Huge and Male skeletons at least.
Another Thugs issue from my Thugs/Pain Mastermind using the male model. Upgrade Equipment does not always change the look of your Thugs. Equip Thugs always changed how they looked (leather trench coats for Enforcers, etc.) as far as I know. Not so for Upgrade Equipment... sometimes the Enforcers and Thugs will get their bandannas and such (same for the Bruiser), other times they will just take on the Equip Thugs upgrade look. The pets still receive their powers, their look just does not change.
Not sure if this is an animation issue, but the mission in Jonny Sonata's arc which sends you to FBZ to kidnap Akarist from Longbow has a weird issue where mobs will disappear from view (they're still there, you can target them and attack them, they just are no longer on the screen). This happens depending on the camera angle, as moving it around would make them appear and disappear. I should ask about this in the bugs section as well, but I'm running a computer with Windows Vista and an Nvidia graphics card. At least 2 other people on my team were having the same issue.
Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc: Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory
Hope BAB takes me off ignore long enough to see this! If someone can quote me just to make sure, I'd appreciate it.
For female characters (and likely all models as well), Hasten, Build Up, Aim and similar animations will cause the female character to "lock" into the idle stance. A character "locked" into idle will not transition into the combat stance after an attack is activated.
Doom.
Yep.
This is really doom.
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Hope BAB takes me off ignore long enough to see this! If someone can quote me just to make sure, I'd appreciate it.
For female characters (and likely all models as well), Hasten, Build Up, Aim and similar animations will cause the female character to "lock" into the idle stance. A character "locked" into idle will not transition into the combat stance after an attack is activated.
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Done.
While hovering/flying and having the weapon drawn for fire sword or greater fire sword and then pressing Esc to put the weapon away, the character consistently goes to the arms spread straight out neutral stance that a lot of engines use when it doesn't know what else to do. The game will always quickly fix itself though.
I've only seen this happen on the male model. I don't know if it hits the others.
Steps: toggle a flight power, click fire sword or greater fire sword, push escape.
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I'm not sure if there is anything you can do about this, but I'll post it anyways:
The powers Pocket D teleport, Base teleport, and Mission teleport are all getting interrupted somehow. In both animation and power execution. I will not be using anything, not even touching my mouse and the power will fail sometimes. Sometimes I can see the animations getting briefly interrupted and then quickly going back to continue the "casting teleport" animation.
Sometimes I can do this over and over in a spot and the power will get interrupted, sometimes I can the teleport again and it will work fine. It seems like moving and then casting the teleport helps. It could be that the server thinks I've moved when I have not, or that any offensive auras that are not hitting anything are causing the interruption. A fellow player has said that they must turn off their toggles to get the teleports to work sometimes.
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Happens to me too.
That gets on my nerves BAD! It has been happening for a while now.
I'm not sure if this is the relevant forum, but bosses in "defeat boss" objectives for MA missions will not perform emotes assigned to them.
It is far better to grasp the Universe as it really is than to persist in delusion, however satisfying and reassuring.
-- Carl Sagan, The Demon-Haunted World
Mastermind - Robots
If you summon any robot close enough to you that they dont have to move and do not upgrade/equip. when they do the 360 degree spin idle animation. the 'top' part of their 'waist' turns with the torso like it should but the bottem section is actually reversed.
Assault bot missles projectile is currently backwards.
Bane spider VEAT is using both gun and mace. the guns muzzle flash will be 1 foot or so off to the right of the gun
Female swimming animation resets too soon. At the end of the animation, when the legs are coming back together, the animation snaps back to the first frame before the sequence completes. The animation might be incomplete or it might be skipping the last few frames, either way, it's noticeable.
After accepting a scanner/paper mission, or closing the window without accepting a scanner/paper mission, the "standing with fists on hips" animation plays and completely overrides all other animations. You can leap/run/fly quite a distance with your character stuck in the "fists on hips" stance before the leaping/running/flying animation finally starts.
model: female
powerset: willpower
If you disable the FX in the options and then use the command to set the distance to any value the FX for Willpower still play constantly.
Powerset: Shield Defense
Animation: Fly Emotes
Most, if not all Shield Defense toggles prevent the use of fly emotes. Same bug used to be in Blazing Aura of Fire Armor however that power was fixed.
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I think I'm also on ignore but I'm not sure, if someone could copy and paste the glitch part of this I'd really appreciate it.
AT: Mastermind
Primary: Mercs/Ninja's
Secondary: Trick Archery
Problem: Entangling arrow when fired will sometimes remain in the air spinning if the target is defeated while activating the power. This can be easily replicated if you just activate the power while he has a sliver of health as your pets finish him off. I've also seen this happen to the nem staff, dark powers (such as gloom), and energy primary for blasters (power blast). It usually lasts 5 or so seconds before vanishing, but it should be known that this does not have any direct affects on gameplay.
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Things have gotten a bit hectic lately and I no longer have the same luxury of combing through various sections here on the forums looking for bugs to fix. So I'd ask that you guys use this thread to report any issues with animations in CoH.
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All critters are cycling through the standard "punch palm in fist", "cup hands over mouth" and "raise fist threateningly" emotes too rapidly. They're starting one emote, then switching to the next one second later, then switching back one second after that, etc.
Doing the /e flex emote with a bow drawn results in the character performing the "firing bow" animation, then putting away the bow and returning to the default stance (female, haven't tested male or huge).
With a Blackwand drawn, jumping straight up then pressing a key to move forward results in a second "jump grunt" (female, haven't tested male or huge).
With a bow drawn, jumping straight up will use a different animation than jumping in any direction (female, haven't tested male or huge).
Some bows are not flexing properly, resulting in the bow appearing to flex much more at the bottom or the arrow to point upward at a 10 degree angle instead of straight ahead.
Rularuu's Gaze is missing an eye.
Projectile speeds on Ice Arrow and Entangling Arrow are not set to correct times.
Aimed Shot has a pause after it fires. Animation time needs to be properly synchronized to activation/root time.
If a TA power is queued while another TA power is animating, the second TA power will frequently fail to animate the action of firing the arrow, the character instead stands with the bow in one hand and the arrow in the other while the power activates.
If a character is affected by Sleep while in the process of activating a TA or Archery power, the Sleep animation, the character goes into the Sleep animation, then an arrow goes zooming away from the character several seconds later. This also happens with some Sleeps when a blaster is attacking while Slept (but not all Sleeps. i believe the Tesla Cage animation doesn't cause this behavior).
More when I remember where I put the list.