Official: Animation bug thread


Aces_High

 

Posted

No I do not mean ragdoll per se, when the npc is defeated and lying on the floor it will change position usually a horizontal spin of 180 degrees or 90 degrees sometimes clockwise sometimes counterclockwise. The doors are generally doors inside missions but it also occurs with doors into the tram. When you engage a foe (only happens when you engage them) they will dissappear and reappear a split second later 20 to 30 feet from where they were, sometimes at right angles to a line drawn between you sometimes directly towards , sometimes directly away from you, sometimes combinations of all the above. You a developer may consider the comment unnecessary but I the user who pays money do not. BTW The quote is actually; You can fool some of the people all of the time and all of the people some of the time but you cannot fool all of the people all of the time.


Dancingbear

At certain times the forest serenades the stars and draws them nearer but they won't mind if we dance.

 

Posted

Hiya BaBs,

I can give you a bit more follow up on the Appearing and Disappearing mobs and steps to repeat. Along with some other related animation (and maybe not animation) related bugs.

Mission Architect #118970
Mission #5
Map - Unique/Outdoor Maps/Graveyard 02

Go counter clockwise around the "war wall" of the map and go to /loc 1142.5 42.0 1537.0 ish and use the target near function to select a mob. Move towards /loc 1338.9 42.0 1537.9 and suddenly out of "nowwhere" a patrol will appear (this patrol is between you and the mob you used target near on). If you stop and back up it will disappear and then reappear again when you move forward (these are all patrol mobs that appear and disappear like this) all while you are still targetted on the mob that you captured with the target near function. It also doesn't matter if the mob that you originally targeted was a patrol or "placed" spawned mob that is guarding one of the objectives.

This also occurs going between /loc 1513.2 42.0 1981.2 ish and /loc 1566.1 42.0 2075.9 ish. There are no objects that "could/should" obscure vision and its 100% repeatable as long as there are mobs within visual range that you can use target near on and a "hidden" patrol between those points.

Also the postions of the hit box location of the destructible "artifacts" in this mission are different for ranged and melee attacks. This is especially noticeable on Dominators and Blasters that have ranged and melee attacks and if you use the target near function.

The hit box location matches the sprite of the object for ranged attacks but is slightly offset for melee attacks and for the target near function. When you are close to the object this makes several interesting "bug" things happen.

If you defeat a mob and press target near your target will jump to the "artifact" rather than to a Mob that is actually nearer.

You can swing your camera back and forth in an almost 180 degree arc if you alternate ranged and melee attacks on the object. When the "artifact" breaks, the sprite changes postions to where the melee hit box is and then falls into pieces. (The subs in the Faultline arcs like the 3rd mission from Jim Tembor "stop Nocture and get the tape" also behave this way.)

2 animation bugs with the BP zombies in this mission (not 100% repeatable it appears to happen only in certain parts of the Zombie attack chain). When my Fire/Fire Dominator casts Flashfires and then follows it up with Fire Cages:

The zombies will complete the animation they started on notification of Flashfires and deal damage (they are all ready stunned at this point but that's not any different than the past) then the little swirly stunned icons appear over their head, after this they will then play another attack animation (these don't deal any damage, play any sounds, or show up in the combat logs) probably the next one in their attack chain and then on rare occasion they will play a third attack that doesn't do any thing.

On a couple of rare occasions with the BP Zombies I've had this happen: After they are stunned with Flashfires or held with Char I moved into melee range. Even though the Zombie is stunned or held it will switch from the ranged weapon to the melee weapon though it won't make an attack.

And finally (this may be a powers bug as well as an animation bug.) The travel speed on the Char projectile seems to be off (ties in perhaps with Luminara's earlier post). My dominator can cast it, it animates and travels, then with only unslotted swift and no other travel power(s) active (not even sprint) I can close to melee range and get hit by a melee attack that the mob begins to animate after getting hit with char but before I'm actually completely in melee range (my follow up melee attack is queued but hasn't started to fire when the mob melee animation begins.)

Edit - almost forgot. Don't know if this is a bug or WAI but if you miss the mob you are targeted on with Breath of Fire only part of the sound file is triggered even if you hit other targets in the cone. If you hit the targeted mob with Breath of Fire the entire sound plays.


-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson

 

Posted

Quote:
Originally Posted by Catharctic View Post
I've started calling it the "Choir Director" emote.
I think I may have it down what's causing it.

I remember when the Pocket D VIP teleport power would play through its complete sound even if I stopped casting it or moved.

Now it does not. It silences when I interrupt it. I'm thinking there is some involvement with this new mechanic that interrupts sound events.


 

Posted

Quote:
Originally Posted by BackAlleyBrawler View Post
Okay...that is really odd. Because the sound is part of the FX script in the sequencer and can only be triggered if the door is playing that animation. As is the flag that disables collision, allowing you to walk through the door.
BABs, I can testify that packet loss can play havoc with your scripts, specifically packets "lost in," the red lines on the netgraph. I experience intermittent packet loss related to my ISP, and I've seen it do a lot of weird things. Doors opening server-side and for others but not for me is one, but I've also seen a lot of instances of NPCs playing their attack EFFECTS but not their attack ANIMATIONS. Say, Crey Agents with Energy Melee will stand in their combat stance and do NOTHING but wobble around, yet their hands will glow pink, power sounds will play, effects will play on me and I will take damage, but the enemies will not animate anything. This will actually happen to my own animations from time to time, as well.

As well, I have to join the people who say enemies can "rubberband," even before being defeated. For some reason, enemies will spontaneously disappear and reappear 20 feet to the left, to the right or off camera, stay there for a second or two, then reappear where they're supposed to be. This appears to be entirely client-side, as the server will always eventually return them to where they should be. I've seen enemies pulled out of a run, taken to the side, then returned to where they would have run to had they not "shifted."

To me, this looks very much like the old "empty mission" but where you'd load into an instance and enemies would not draw for you because as far as your client is concerned, there is nothing there to draw. The enemies are still there and can attack you, though. Then there is the "invisible team-mate" bug, where a whole team will load into an instance, only one person on the team will be invisible to one other person. To to the unseeing player, the invisible player will be shown as still loading and the client will allow the unseeing player to apparently run through exactly where the invisible player is. In fact, the unseeing player can stand INSIDE the invisible player for a second, after which his client will sync up with the server and the unseeing player will be bumped aside.

I have not seen the above bugs in years. But then there is the "ghost town" map where the client and server will desync and the player will be shown moving around on the client, but will not be moving around on the server. This is the bug you guys added the /sync command to work around. In fact... I wonder if /sync will cause these stuck doors to open. I'll try it next time I meet one.


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

OK, it's time to resurrect an old bug I just saw again.

Synopsis: Jumping off water surfaces with a shield and/or weapon out causes the wrong jump animation to play.
Character model: female
Powersets: Broadsword/Shield Defence
Powers active: any Shield Defence toggle and nothing else

Description: Normally, characters have a specific up animations with both arms above and to the sides, hands open when they fall. With a right-handed weapon like the Broadsword, when falling the model will have her right hand closed, but the animation will be otherwise the same. With a shield out, the animation will be similar, but with both arms bent at an angle and a shield on the left forearm while falling. With a shield and right-hand weapon, it's more different still, with the left arm folded against the chest with a shield on it and the right arm bent at an angle with a sword in it. This is how the animations are supposed to work.

This, however, only works if you jump off dry ground. If you walk into water that's deep enough to cause your character to switch to swimming, then jumping out of that water will always play the unarmed jumping animations. This is bad all around. The outstretched left arm with open palm causes the fingers of the left hand to clip through the shield, and the outstretched right arm with open palm provides no visible grip to the right-handed weapon, making it look like it's glued to the hand.


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

Here's a quick and easy one:

Rikti Headman Gunman soldiers have an attack called Rikti Rifle. The effect of this power is not synced up with the animation. The plasma blast fires too early. The animation looks like the Gunman takes aim, charges the weapon for a second and THEN fires. The plasma blast, however, fires from his rifle right at the start of the animation right as he's taking aim, leaving him emoting a rifle recoil at the end for nothing.


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

I'm not absolutely sure this is a bug or if I'm misremembering, but in the last mission of Darrin Wade's arc the Living Armor bosses move around in a "standing around" idle animation. I recall that they used to stand completely still before animating and attacking. I don't think they were targetable before attacking either. It was much more of a surprise the old way.


Arc #40529 : The Furies of the Earth

 

Posted

When i summon a Gun Drone on my Devices Blaster, if I have hasten running the Gun Drone has the hasten effect on it, although, of course it has no fists to glow so has this glowing ball sticking out of one side of the Gun Drone. if I summon a Gun Drone when hasten isn't running the Gun Drone looks normal.


By ap011a8571 at 2009-08-12

By ap011a8571 at 2009-08-12


Defiant 50's
Many and varied!
@Miss Chief

 

Posted

Oops. I posted this in the VFX bug thread - it probably should be here:

Quote:
After firing the nemesis staff (veteran power), before the staff de-spawns, the jumping animation uses the empty hands version instead of the "I've got a giant electrified metal object in my right hand" animation.

Average Female body type.


 

Posted

Quote:
Originally Posted by Mizzer View Post
Not from years ago, but yesterday. I made my ice sword look like ice. The white trail behind it is the mist that is supposed to be swirling around it.

Moved from a sillier place to post.

Cheers.


 

Posted

Did a quick search and didn't see this posted yet, but it's kind of annoying so posting it to be sure.

Snap shot from the archery set isn't animating properly. The arrow appears in your hand but you don't notch it or draw the bow, it just magically flies at your target. Confirmed with a female model corrupter, longbow and... ahm... the tech bow with the laser? models. Also bugging it in game.


 

Posted

Ah, glad someone posted the perpendicular ice effects on Ice Sword, means I don't have to upload my screenshot. I can confirm that it's doing this for Dominators for both Ice Sword and Ice Sword Circle, but not the Ice Sword Slash.


 

Posted

Quote:
Originally Posted by Mephisto_Kur View Post
After firing the nemesis staff (veteran power), before the staff de-spawns, the jumping animation uses the empty hands version instead of the "I've got a giant electrified metal object in my right hand" animation.

Average Female body type.
I can only duplicate this with my earth\earth dominator on Liberty server. The bug is also there with stone mallet. Please ignore my hastily done McDonald red ugly costume.



 

Posted

HI haven't had a chance to go through all the posts here, but has anyone mentioned:

* The toggle drops seemed to have returned when entering or leaving missions? If we need mission names and contacts, I'll start keeping a list. This started a little earlier than i16. i15, maybe? Maybe longer and I just hadn't noticed...

* The silly run animation when you try to fly side to side? Haven't tried to find the exact keystrokes to get it to happen everytime, but it has something to do with going side to side while moving in an opposing direction. I can nail this down if it's needed. This started with i16.


 

Posted

It doesn't look like anyone has posted this yet, for all the teleports that stay standing on the ground you don't seem to finish them anymore. Recall Friend has the windup but no "get over here" and the various zone teleports (gold card, mission teleporter) are not going to a "centurions" pose before binking.


 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
The Mercs Mastermind Medic still has a faulty animation on his Aid Other. When he activates the power, the tricoder simply appears in the air roughly where his hand ends up mid-animation and stays there the entire time, pointing 90 degrees to the left. The "green ray" effect still plays off the tricoder, but does so to the left, as that's where the device is pointing.

This only happens with Aid Other and never with Stimulant, which plays the proper animation every time, and it happens every time the Medic uses Aid Other.
This bug seems to be creeping.

As I mentioned in the I16 Bugs thread, last night three different team members had a similar animation bug every time we used Stimulant, and it lasted all night through two different zones, two male and one female. The characters do one of the bent-over animations while the tricorder appears in mid air looking as described by Samuel Tow above.

The bug wasn't present on Friday, but was on Sunday night. Something odd going on.


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

found a problem with one of the tech shields. It doesn't line up properly.

For reference, here's my shield / axe tank walking along with the crystal elemental shield:



You can see that there is a separation between the shield and the arm.

Here's a new scrapper, with a tech shield



Here it can be seen that while running, the shield is pretty much embedded into the arm.


 

Posted

Don't know if it has been reported here but while SSKd if you make a level the animation is not firing. You get the sound effect but no graphics.


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Posted

A few fairly grating problems:

Problem 1: The ground version of the knockdown animation occasionally plays while you are flying, and it shouldn't.

Character model: Male

Character powers: Fiery Melee/Fiery Aura Brute

Relevant powers: Hover

Description: When a character is on the ground, the animation for knockdown shows the character getting knocked slightly into the air, flailing, falling flat on his back, then getting up with a hop. The knockdown animation in the air SHOULD show the character spinning in place for a second, then resume his flying combat stance. This is NOT happening. Instead, knockdown powers cause the character to experience the "flat on his back" knockdown animation even when he is flying, even when he is significantly above the ground. Not only does this look terrible, it's actually a significant reduction to the utility of Hover.

I know I've said this before, but I thought I'd put it in here, too.

Problem 2: Rise of the Phoenix is playing the wrong animation.

Character model: Male

Character powers: Fiery Melee/Fiery Aura Brute

Relevant powers: Rise of the Phoenix, using Dark Fire theme

Description: In theory, Rise of the Phoenix, when it resurrects you, should have you lifting off the ground with the spinning, floating, puffing your chest animation that things like Empathy's Resurrect have. This is, in fact, the animation shown for the power in the Power Customization screen at the Tailor.

This is not happening. Instead, while the effect for Rise of the Phoenix plays the effect it is expected to, the animation played is the getting up off the ground on all fours that you usually see when using an Awaken inspiration or Regeneration's Revive. I don't know if this has any practical drawbacks to it, but I DO know it looks significantly worse than the intended animation of the power.

Problem 3: The sound of the Greater Fire Sword model seem to be bugged.

Character model: Male

Character powers: Fiery Melee/Fiery Aura Brute

Relevant powers: Hover, active. Fire Sword, Fire Sword Circle, Greater Fire Sword, all using Greater Dark Fire Sword theme.

Description: Originally, the Greater Fire Sword had a sound effect of a screeching wail, similar to the powers used by the Spectral Pirates and those generic ghosts from other dimensions. This seems to have now been cloned onto the Greater Fire Sword weapon, itself. In essence, switching Fire Sword and Fire Sword Circle from Dark Fire Scimitar to Greater Dark Fire Sword causes them to play an effect that the powers otherwise do not have. Is this intended?

If it is, then the problem lies with the official Greater Fire Sword power, which now plays that sound twice. The Greater Fire Sword "wail" seems to have been attached as the sound of drawing the weapon, instead of the "swoosh" of fire that the Fire Scimitar uses, so the Greater Fire Sword power plays this "wail" once as the sword is drawn. However, the Wail seems to still be written into the power, so it plays it AGAIN as the sword swings. So, essentially, the Greater Fire Sword power, using a non-Original-theme Greater Fire Sword will play its wail twice in rapid succession. That does not sound good and feels like it is a bug.

Problem 4: Teleport Foe does not play its entire animation

Character model: Male

Character powers: Fiery Melee/Fiery Aura Brute

Relevant powers: Hover, active. Teleport Foe.

Description: Like the recent Assassin's Strike bug, the Teleport Foe power plays only its wind-up, interruptible animation, the part where you stand with hands to the sides and charge up for a teleport. The grasping and pulling motion, which is the last part of the power which should play just as the enemy appears, doesn't play. Instead, the enemy sort of appears as your character is winding up, and your character then returns to combat ready stance without ever animating the grasp.


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

Sorry BABs, I missed this thread a few days ago when I posted this thread about some issues with huge model animations. Seems certain VFX aren't syncing up with the body parts they should be. Pictures are included in that thread.


@Roderick

 

Posted

I had a weird animation last night and it was random and only happened once. I went to use heal other on a tank at the hami raid and rather then the heal other animation I turned and ran to him like i hit follow rather then heal other. I used the power numerous times last night and it only happened once.



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Posted

The Frozen Aura in Ice Melee, when using the color tinted version, will expire early. I.e., the ice will disappear before the sleep effect on the critters ends.

This does not happen with the original Frozen Aura version, only with the customizable one.

Edit: Just to add some context (though I suspect it's not affected by the character): Female character model, Invulnerability/Ice tanker & Willpower/Ice tanker, no toggle powers running while testing it.


 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
Problem 1: The ground version of the knockdown animation occasionally plays while you are flying, and it shouldn't.

Character model: Male

Character powers: Fiery Melee/Fiery Aura Brute

Relevant powers: Hover

Description: When a character is on the ground, the animation for knockdown shows the character getting knocked slightly into the air, flailing, falling flat on his back, then getting up with a hop. The knockdown animation in the air SHOULD show the character spinning in place for a second, then resume his flying combat stance. This is NOT happening. Instead, knockdown powers cause the character to experience the "flat on his back" knockdown animation even when he is flying, even when he is significantly above the ground. Not only does this look terrible, it's actually a significant reduction to the utility of Hover.
Just a heads-up on this, a friend and I managed to isolate part of this bug in a reproducible manner. Low mag KB, essentially KD, causes this bug to manifest. However, it only occurs every other time you're hit with a KD power. In other words, you'll get flipped once, then knocked down, then flipped, then knocked down, etc. It's next to impossible to isolate in regular play because so few foes have guaranteed KD powers. The only reason we found it is because we were testing it in the Arena.

I sent Castle the information and steps to reproduce the bug, and with it being such a definitive pattern, I don't think it will be difficult for the developers to pinpoint the cause.

Props go to @Dorkus for finding the first clue to the pattern. I had him spamming Force Bolt on my hovering Archery/Energy blaster, which wasn't triggering the bug, then he shot me in the face with Repulsion Bomb, knocked me down in mid-air and got us on the right track.


 

Posted

Quote:
Originally Posted by Luminara View Post
Just a heads-up on this, a friend and I managed to isolate part of this bug in a reproducible manner. Low mag KB, essentially KD, causes this bug to manifest. However, it only occurs every other time you're hit with a KD power. In other words, you'll get flipped once, then knocked down, then flipped, then knocked down, etc. It's next to impossible to isolate in regular play because so few foes have guaranteed KD powers. The only reason we found it is because we were testing it in the Arena.
I neglected to mention this, but yes - this only happens on experiencing knockDOWN, never on experiencing knockBACK. When I experience knockback, my character will flip in the air as expected and be pushed back a little, exactly as it should happen. I suspect knockback and knockdown have different animations, and only the knockdown one is bugged.

And it's also true that it isn't easily replicable. This doesn't happen all the time, and I've not been able to spot any logic to when it happens, but I can contest that it might alternate as described.


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

Here's another one: Stalker Broadsword Hack immediately after a Placate won't animate.

Character model: Male

Character powers: Broadsword/Super Reflexes Stalker

Relevant powers: Placate followed by Hack.

Bug Description: When I activate Placate and queue up a Hack after it, the attack activates, does its damage and plays its effects, but it does NOT play its animation. This is perfectly replicable and occurs every time. It does not appear to happen with Slash, however, and I don't have access to other Stalker Broadsword attacks at this time to test it with.


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.