Official: Animation bug thread
Interruptible powers do not root until the attack actually fires off. It's possible to have a window where the interrupt time has passed, but the windup animation is still playing...where you can move and still have the attack going off. Especially if you have slotted for reduction.
That is WAI right now. |
Interruptible powers do not root until the attack actually fires off. It's possible to have a window where the interrupt time has passed, but the windup animation is still playing...where you can move and still have the attack going off. Especially if you have slotted for reduction.
That is WAI right now. |
I gotta ask. If this were a 5 year long closed beta, you had no obligation to your players to not horribly change core mechanics, and you had limitless resources, would you change this?
I would like to point out as well that the Walk animation has already bled over into the Live servers somehow where the family guys have one dude with his feet in a bucket of cement, if you attack them the guy with the bucket will walk instead of hop around. The walk animation seems to be taking over quite a lot of other animations like stunned for example with enemy mobs.
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Necrobond - 50 BS/Inv Scrapper made in I1
Rickar - 50 Bots/FF Mastermind
Anti-Muon - 42 Warshade
Ivory Sicarius - 45 Crab Spider
Aber ja, nat�rlich Hans nass ist, er steht unter einem Wasserfall.
New as of the patch this morning. It seems that the Blackwand vet reward is no longer animating properly. You get the same attack animation as "Scorch" from the /fire tank set then about a 2 second delay and then finally the dark blast appears and streaks towards the target.
EDIT: Okay, a 2nd problem as well. Take any character with super jump. Make a nice long jump and notice that, once the apex of the jump arc is reached, the character legs start doing the running animation - despite being midleap. This also happens without super jump but it is harder to tell.
I haven't seen this noted elsewhere in this thread, so ... (and I don't want to seem like I'm complaining when the animations are already so awesome; they're just already so close to perfect) ...
The Ninja Run animation definitely has one minor issue, possibly two. I'll start with the possibly-WAI one.
1. Activate Ninja Run and draw any implement (such as a Blackwand, Nemesis Staff, Lost Curing Wand, Dual Blades, Broadsword* - it has been observed with all of these, so I deduce it repros with any implement) - this may be done in either order
2. Move forward, observe Ninja Run animation
3. Stop
4. Move forward again, observe normal run animation
5. Stop
6. repeat from #2
Now the definitely-is-an-issue issue.
1. Activate Ninja Run
2. Observe ready stance's forward toe: when the character shifts his/her weight back (true for all 3 models), the forward toe lifts up slightly, then snaps back down to the ground when the animation loop resets.
*EDIT: not bows.
The Luciphasic Diapause (#176747) Learn about the Peacebringers' answer to Shadow Cyst Crystals
Golden Opportunity (#239322) Take your frustrations out on those pesky RMTers
Dual-Claws while ninja running, the right arm looks twisted in a VERY uncomfortable fashion.
After getting the Ninja Booster, I noticed a bug on one of my lowbies.
He uses the normal male model and has wings, the Chinese Dao sword, and a shield.
With no weapons out he jumps normally.
With either the sword or shield out he jumps normally.
With both the sword and shield out he starts the jump animation, then reverts to the running animation in mid-air.
when in first person view the player model ends up going static with legs together and arms directly outwards in a "T" formation sliding around like that, also visible when in first person view and clicking on a door.
If this has been posted here before, please forgive me. I haven't read the entire thread.
I got on to my Invulnerability / Energy Melee Tanker today and noticed something odd. When I click on the "Invincibility" toggle, the character goes through the animation of activating it (flexing his arms, etc). But, no effects are present anymore (glowing aura that usually accompanies Invulnerability toggles).. |
Beware what lurks in the Shadows
Bug: Animation issue with Shield Defense
Affects: Male and female models with at least the basic Shield toggle active
I have tested this on both of my Shield characters - when they have the shield toggle active, any elevation change appears to start the "jump falling" animation. (The portion of the jump animation that starts when the character is moving downward, where the arms are spread out to the sides.) Even stepping off of a sidewalk into the street is enough to trigger it. Moving through any of the cave maps causes it almost constantly, as does moving down a flight of stairs. It seems to happen whenever the shield is visible, and *only* with the shield. Since both characters are weapon-based as well, I checked with the weapon drawn and the shield hidden/toggled off. I also checked on a character that only has a weapon and a different defensive power (Dark.) It only occurs for the shields on the characters I tested.
This occurs with or without Sprint toggled on. However, Ninja Run seems to animate normally and does not display this particular issue. It also does not appear to affect Prestige Power Slide. I am not certain if it affect the Huge model type, as I do not have a character with that body type.
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.
I'm noticing various Rikti bosses being... not animated when they run. They just glide along the ground.
Animation bug - NPCS - Doc Delilah - Hurl
The npc Doc Delilah's Hurl animation is not synced properly with when it does damage. When she picks up the rock and throws it at a enemy the damage they take is delayed after it hits them. About 1 second I believe. the knockback is also delayed if it hits them. I noticed this on the "Find the Recording" mission in Faultline.
I have also bug reported this but this seems to also be a proper place and time to post it.
Friends don't let friends buy an ncsoft controlled project.
I noticed that my Soldier of Arachnos doesn't play his animations correctly in the Power Customization screen. When he should be doing the animations for his rifle powers, he just stands in the rifle combat stance and moves slightly, but does not actually do the animation.
I have also experienced this on my Robotics MM with his Pulse Rifle powers. Both animate correctly while actually playing, however.
Thought I'd point out a few more Ninja Run problems I've noticed.
When jumping back or forward, shirts/jackets and the like clip into the back.
Also, when jumping forward, the left shoulder seems to be smooshed in a bit.
I've noticed a small problem with the animation on the female VEAT Widow Poison Dart attack. The forearm is twisted around almost upside down, and the elbow is bent at a very awkward angle. This appears to also affect whatever routine is used to line up your character's with the target, because it also often causes the character to lean weirdly to one side. I've tried to get a screenshot of it, but it's hard to get a static view that makes the problem really clear.
AT: Tanker
Powerset: Shield/SS
Bug: Animations play original Super Strength animations even when changed at the tailor.
These animations play correctly at the tailor but do not play " in game " In particular I have noticed that haymaker will still do the two fisted overhad strike no matter how many times you try and change it from the default.
The hard things I can do--- The impossible just take a little bit longer.
If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-
Bug: The falling dorward animation with a shield and a weapon out plays the running animation for the most part. I'll explain.
Character: Female Broadsword/Shield Defence Scrapper
Relevant powers: Any Shield Defence toggle plus the sword out. I'm using the regular Romulus sword from the ITF. Super Jump, just for emphasis.
Bug Description: As I've seen a character jumping forward (especially when super jumping) goes through two animations, one for ascent in typically a "crouched" position, and one for descent, typically with the arms at the sides. Shield Defence has long since had a rather different animation for these when both the shield and a right hand weapon are out, which is basically jumping normally, but falling with the shield had up front and the weapon held back and to the side, at least for falling FORWARD. This no longer plays, instead showing my character jogging through the air.
Here's a good reproduction description:
1. Activate any Shield Defence power (I typically have all toggles running at the same time)
2. Hit a Broadsword power to force the sword out. Make sure it doesn't despawn.
3. Simply jump forward and wait for the apex of the jump.
4. As soon as you start dropping down, note that you are, in fact, running in the air.
There's something else to note - this happens only directly after a jump, as you transition from ascent into descent. If you strafe while falling, the animation switches to the correct one, which will remain active for the duration of the fall. However, most normal jumps do not require, or indeed work well with strafing, so under normal circumstances, this rarely happens.
This has to be a bug.
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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Not sure if this has been reported yet, but I just got Web Envelope from Mace Mastery on my 49 MM, and when I click on it, I pull out an invisible mace, its not there.
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For myself, I have two bugs to report, both Devices-related.
Bug 1: Activating Targeting Drone with an Archery bow out causes the character to play an archery firing animation.
Character: Female Archery/Devices Blaster, flying
Relevant powers: Anything from Archery using Vanguard Bow, Hover, Targeting Drone using custom colours.
Bug Description: While flying and with the bow out, trying to activate Targeting Drone causes the character to play an animation where she looks like she's firing the bow, but without an arrow. I can't be sure, but the animation it plays doesn't look like any of Archery's animations that I have seen, and it most reminds me of what a character would do back in 2004 if you did /em bow with a Katana out. If I had to make a guess, it looks like what bow-using NPCs used before Archery was created.
This bug happens only with a bow out and while flying. With the bow out and on the ground, the toggle activates as normal, and with no bow while flying, it activates as normal as well. It looks like it's a combination of Archery and Hover. I seem to be finding a lot of these Hover things.
*note* Targeting Drone seems to be rooting me, and it really shouldn't based on it being a self-only toggle.
Bug 2: Summoning Gun Drone in the ground plays the correct animation, but produces the sound of drums being beaten, rather than the "technological" button beeps that it should. Summoning Gun Drone in the air produces no sound at all.
Character: Female Archery/Devices, flying (the same)
Relevant powers: Gun Drone using custom colours, Hover partially.
Bug Description: Activating Gun Drone on the ground plays a rather long animation, where the character will tap her wrist three times, wait, tap her wrist three more times, wait and then tap her wrist twice more. The first two pairs of three will play a sound like beating drums, very similar to what /em drum produces, which sounds... Really weird. The last two taps will produce no sound whatsoever. Activating Gun Drone while flying will produce a similar animation, but will produce absolutely no sound whatsoever, and all of her taps will be mute.
In both cases, a Gun Drone arrives and works as expected.
*edit*
If Trip Mine, Time Bomb and Gun Drone can be summoned while flying near the ground, why can't Burn? Are the Devices powers in error or is Burn bugged?
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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Archetype: Tanker
Powersets: Shield Defense / Super Strength
Character Model: Female
Level: 12
I've noticed that my Tanker's Super Strength animations (but not the customs colors) will revert to the Default setting from Bright or Dark Heroic whenever I use them while my Shield is active. I originally thought is was simply triggered when a Shield Defense toggle was active, but after a little testing I can confirm that simply using the Active Defense click power alone will trigger it as well so long as the Shield has not faded away before the player attacks. My animations settings will return to Bright or Dark Heroic as soon as my Shield toggles are dropped or the Shield triggered by Active Defense fades away.
I can confirm that this bug was not present when Shield Defense was introduced but I cannot confirm whether this is also the case with any other Archetypes or Body Types as I have not had the time to test it.
Females running with a left handed weapon are running as if the weapon is not drawn, this is a newer problem, 'casue in the past the run animation was normal.
Warshade:
Using Dark Extraction no longer makes the targeted enemy corpse properly do the float-up-and-fall-down animation shared by similar abilities such as Fallout. Instead, it starts playing the animation - about 0.25 seconds of it - and then starts ragdoll-spasming on the ground randomly, which looks rather odd.
I accidentally pulled agro like this in a TF due to the corpse falling off a ledge while oddly spasming, causing the Extracted Essence to spawn in a group of enemies underneath.
Kind of a weird bug that I can't find any mention to (though my search-fu is weak).
Playing a Male TA/Archery Defender tonight I noticed that if I have my bow out in Ninja Run stance, standing still, and turn it off with the bow still visible, the character will switch to the Katana pose (two hands holding the center of the bow) instead of the regular Bow stance. This happened every time I tried it (three or four to be sure) so I think it's a guaranteed thing. I cannot confirm if it does or doesn't happen on Female or Huge models.
Hope it's an easy one!
-Draeth
@Draeth Darkstar
Virtue [Heroes, Roleplay], Freedom [Villains], Exalted [All Sides, Roleplay]
I24 Proc Chance = (Enhanced Recharge + Activation Time) * (Current PPM * 1.25) / 60*(1 + .75*(.15*Radius - 0.011*Radius*(360-Arc)/30)) Single Target Radius = 0. AoE Non-Cone Arc = 360.
I think this is a problem with the emote and not the costume piece, so I'm posting it here. If I'm wrong on that, sorry.
Using /e sit on the male model leaves an odd gap between the upper and lower body, as if part of the character's stomach was cut out.
Hell, I've been doing that with combat jumping since the first month I started playing.