Broadsword, Battle Axe, War Mace: Alternate Animations long overdue.
That's not what BABs' post says at all. It's talking about the visual effects (in the case of that post, the actual point when a Spines attack hits an enemy, gives the HIT! flash and the green toxic effect). It says absolutely nothing about the animation of the attacks.
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The problem is that there is ONE selector in the interface for those options. You cannot change BOTH the animation for a power AND its graphics separately. Each power has an animation and a graphic that is linked to it. There is a Bright Foot Stomp and a Dark Foot Stomp, a Bright Ground Punch and a Dark Ground Punch. But you can't select Bright and Dark separately from Foot Stomp or Ground Punch. This doesn't mean you can't have both Bright and Dark for both, but it's four different options. (And you wouldn't want to have the animation from Foot Stomp with the glow from your fist for Ground Punch anyway)
Powers that have a selectable weapon, which is selected on the Costume Screen, disable the ability to select animation and graphic. According to BaBs, this is a limitation of the system. If you could change the animation, then you could change the graphic, and if you can change the weapon, then you CAN'T change the graphic. Or at least, BaBs chose not to make it so. You can argue about that fact all you want, but if the current interface doesn't support it, then it doesn't support it.
Honestly, I don't know how Power Customization works. A while ago, I suggested an "invisible weapon", for sets like Energy Melee, from which the color information for the aura could be read. However, Power Customization is obviously on a per Power basis, and each has its own separate color information. This is saved in a power definition file of a sort, and probably broadcast from the server in its own structure, like a costume. So I can't say that the "slot" used to define the weapon uses up a slot that would be used to link to the power customization. But whatever the system, until BaBs is more clear on it, I'm afraid it's just not going to be possible.
I'm pretty sure that Katana got its "new" animations before Issue 1 was even released. [...] Prior to this, the Katana powerset even had the same power names as the Broadsword set! |
Fortunately, Katana was made unique, as you say, and true Power Customization did eventually come out. The potential for the future, whatever the limitations, is still pretty high. I expect we will still see different animations coupled to different graphic choices, and more options overall.
Powers that have a selectable weapon, which is selected on the Costume Screen, disable the ability to select animation and graphic.
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Honestly, I don't know how Power Customization works. A while ago, I suggested an "invisible weapon", for sets like Energy Melee, from which the color information for the aura could be read. |
What BaBs said about power customization and Spines was that for powers with multiple effects only one can have custom colors (or possibly all effects could use the same colors). Archery and Trick Arrows can be expected to have wither colorable arrows with stock effects or stock arrows with colorable effects.
Weapon power sets do not disable power customization, they simply do not have any options besides the default. The sparks, flashes, shockwaves, etc, are entirely customizable, just as they are for other sets. They simply prioritized the non-weapon sets because the weapon sets already had a degree of customizability.
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This also follows suit with all of our other 'weapon' powersets, which have customizeable and tintable weapon geos, but static VFX. |
If you can quote a direct post from redname saying that weapon sets can have their graphics customized independently, and that is planned for future development, then I will admit I was wrong. But until then, I'm not going to recommend holding out for features that can't be implemented.
Note that if BaBs had chosen to adjust the Spines and the VFX he could have made them the SAME color. Which means you can theoretically have a green Broadsword and have its VFX be the SAME color, green. But BaBs rejected that for the very reason he gave, the weapon is intended to be the individual and unique portion of the character concept, and he didn't want to limit the VFX because, for instance, a green flash looks gaudy or doesn't support your concept.
Very likely that, if somehow custom weapons prevent custom animations, they'll probably get the Spines treatment for customization down the road. As had been said before by the Devs (or just BAB), some of the things we have power customization before would have worked with weapon customization beforehand. I remember Spines and Earth Melee's stone hammers being cited specifically, but I "think" that fire and ice swords were also included too, as well as any other prop-using power. And look, we can customize all of those that didn't get weapon customization.
Unless I'm shown otherwise by an explicit statement (implications from a post that the forums won't even let me read isn't going to prove anything to me), I'm going to sit in the camp that says alternate animations for weapon sets are very much possible. Just bear in mind please that I'm not saying it would be easy...
Note that this is about customizing and tinting the weapon AND the VFX. The problem with Power Customization in the first place was that the color tinting of the VFX was not "connected" to the character, and could not be inherited from him. Assuming that the devs developed a mechanism to do that for weapon models, then if the same mechanism is used for power tinting, you cannot customize both at the same time. |
Is this point not moot seeing as we're talking about picking animations to go with weapons, not the colors of those animations?
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I guess you could have an interface where if you choose a Rapier, the Broadsword animations would change to be more lunges and stabs, instead of swings. But my perception is that that's not what we are talking about. What we are talking about is selecting a weapon model, a particular type of sword and color for it, and THEN selecting a separate animation from a list that can all be applied to that sword.
The best you can hope for, if you make some BIG assumptions about what BaBs was describing in his post, is that you can use the Power Customization interface to choose different animations, and the color selectors will be greyed out. And even that, I think, you are reaching for. Unless BaBs comes into this thread and says, "Oh, yeah, I could do that", I think that's wishful thinking.
The best you can hope for, if you make some BIG assumptions about what BaBs was describing in his post, is that you can use the Power Customization interface to choose different animations, and the color selectors will be greyed out. And even that, I think, you are reaching for. Unless BaBs comes into this thread and says, "Oh, yeah, I could do that", I think that's wishful thinking.
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I don't believe any redname has said that, and in fact that contradicts what BaBs said.
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Custom weapons are a costume effect, and as such they have absolutely no effect on power effects or animations. As BABs has described them being rigged, the weapon is "always there," but has two frames of animation - visible and invisible, and as such is an animated costume piece. That's why weapons in costume files are called with FX scripts, rather than basic costume piece definitions, if I may infer. Basically, when the weapon needs to be shown, it plays its visible frame, and when the weapon needs to disappear, it plays its invisible animation. As such, the weapon costume piece is always attached to your arm, it's just not always visible.
Weapon auras ARE attached to the weapon, which is true for weapons like the Nictus Imperious Sword, but those are part of the weapon in the same way that the dark aura is part of the Burned Wings. Power effects on weapon powers, however, are not tied to the weapon in any way, they are tied to the power's definition. Basically, anything that is not a continuing effect that constantly loops when the weapon is out is a power effect. This includes hit effect sparks, swing arcs, the red "pillar of pain" from Broadsword and the "weapons of glow" when using Build Up with a weapon. Those are all power effects and very much susceptible to powerset customization.
The reason those effects are not customizable is two-fold. First of all, power customization was a mountain of work, so they had to prioritise what to do first. As making a custom variant of most power's effects meant literally making a brand new effect from scratch, that is not insignificant. Secondly, weapon effects are not something that SHOULD be customized, as they basically consist of sparks and swing arcs, which don't really make sense to be neon pink. They might end up being customizable some day, but I'd put them pretty low on the totem pole of importance.
As far as animations go, there is no reason why custom weapons cannot have custom animations. What BABs discussed about Spines was regarding spine redraw which happened between the different types of spines, if you so chose to customize them, and that's a consequence of you actually using different weapons that call different models and as such can't really have the same activation sequence. However, as long as the power's activation sequence calls the same weapon definition, there's no reason why there should be a problem of animation, and as such no reason there should be a problem with custom alternate animations for weapon sets. The real problem is that there isn't much there to put, not a lot of time and opportunity to make brand new animations and the fact that a lot of other sets are much farther ahead on the need for customization, such as pools and Epics, at the very least.
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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I do not recall BABs ever saying that weapon sets can not have custom effects or animations, merely that they left weapon sets with no power customization options because they already had weapon customization working for them, which at that point was considered good enough.
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I believe what he said was, "Well, we could have made the Spines customizable, or we could have made the Toxins customizable, or we could have made Spines and Toxins share the same color. Since it's the Spines that the players usually feel makes them unique, we decided to let you customize that, while the Toxins, which are independent of what kind or appearance of spines you have, we left alone rather than making them match the spines."
He never explicitly said the Spines and Toxins couldn't be each set to a different color, but I believe that's strongly implied. Even the original post didn't talk about making them a different color, actually, he was talking about making them the same. But BaBs' stated his reason for making them different, which means he was limited to making the Toxins remain the same.
What BABs discussed about Spines was regarding spine redraw which happened between the different types of spines, if you so chose to customize them, and that's a consequence of you actually using different weapons that call different models and as such can't really have the same activation sequence. However, as long as the power's activation sequence calls the same weapon definition, there's no reason why there should be a problem of animation, and as such no reason there should be a problem with custom alternate animations for weapon sets. |
On the other hand, you assume that the mechanism used to assign selection and color to Powers isn't used to assign selection and color of Weapons. Unless you have inner knowledge of the code you aren't telling me about, you don't know that. You are merely assuming that, because there is only one interface to set the selections, and not one for each Power. Yet, it could easily be a single selection which is then copied to all powers.
Again, I don't think BaBs said anything about redraw, he was talking about his decision to allow the Spines to be customized, but not the Toxin effects. Again, if he could have made the Spines set on the Costume screen, and the Toxins set on the Power Customization screen, then that would solve the problem. But he didn't say that that was an option, merely that they could "do both". If that truly meant he could set them separately, I would think he would have said that that could be a possibility later.
I don't believe that's what BaBs is saying. I don't believe he said, "Well, we could have made the Spines customizable, or we could have made the Toxins customizable. We also could have done both, but I was too lazy. So I just stopped at the Spines and that's good enough, 'cause it's good enough for the weapons."
I believe what he said was, "Well, we could have made the Spines customizable, or we could have made the Toxins customizable, or we could have made Spines and Toxins share the same color. Since it's the Spines that the players usually feel makes them unique, we decided to let you customize that, while the Toxins, which are independent of what kind or appearance of spines you have, we left alone rather than making them match the spines." |
That's one thing. For everything else, he did say he was "lazy," which is to say he physically did not have enough time to do everything and had to choose between giving customization to sets that had none or doubling up customization on sets that already had a fair deal. As such, his decision to not mess with weapons is a pretty prudent one.
That's true, the weapon is shared across all Powers that use the weapon, and so that's why there needs to be one selection and color choice instead of one for each Power. Otherwise you could have the sword change color and shape every time you swung it. And just drawing it is not associated with any Power, and so there needs to be some way to define the selection and color independent of Power. |
Spines are different, because the weapon customization portion of Spines has to match up to the power customization portion of them. In fact, I'm not sure the new Spines are a costume detail like Weapon Customization at all, and rather feel that they actually use the old weapons system where weapon powers did not work in tandem with an invisible costume piece, but rather summoned their own graphics as part of their effects. I don't know how they're set up precisely, but it would explain why you can alter their colours from power to power like you alter the colours of your fire or ice, which isn't possible with weapons.
Either way, I can boil down to a simple notion: "Spines are not weapons." It's not entirely accurate and probably not entirely factologically true, but it's a very good rule of thumb when looking to figure out what weapons can and cannot do. Spines are not a precedent for weapons, they are an exception to the rule.
On the other hand, you assume that the mechanism used to assign selection and color to Powers isn't used to assign selection and color of Weapons. Unless you have inner knowledge of the code you aren't telling me about, you don't know that. You are merely assuming that, because there is only one interface to set the selections, and not one for each Power. Yet, it could easily be a single selection which is then copied to all powers. |
I won't hold it against you if you choose to dismiss this, but it has been discussed at length.
Again, I don't think BaBs said anything about redraw, he was talking about his decision to allow the Spines to be customized, but not the Toxin effects. Again, if he could have made the Spines set on the Costume screen, and the Toxins set on the Power Customization screen, then that would solve the problem. But he didn't say that that was an option, merely that they could "do both". If that truly meant he could set them separately, I would think he would have said that that could be a possibility later. |
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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He never explicitly said the Spines and Toxins couldn't be each set to a different color, but I believe that's strongly implied. Even the original post didn't talk about making them a different color, actually, he was talking about making them the same. But BaBs' stated his reason for making them different, which means he was limited to making the Toxins remain the same. |
However, you're confusing the issue here. While Spines *does* act like a weapon, it is different from the *real* weapon sets. The reason why Spines has 'color customization' for its powers is because the weapon has particle effects that would be associated to the color of the weapon. When you throw the spines, you *have* to have those projectiles be the same color as the spines attached to the body (well, I think BaB said you could have colored the spines and leave the particles alone but he wasn't going to do that).
The difference here is, for real weapon sets, the particles *do not* have to be the same color as the weapon. Since we're not throwing axes and maces at the enemy, those sets only have *1* particle to color (the red pillar aura, sparks and flashes) unlike spines which has 2 (the spines and the toxic splash).
I don't mind the simplicity of the Ba/Mace/Bs sets, they are all brute strength, wide arcing weapons. I don't think they look bad, either. However, I would like to know one thing. How hard could it be to make alt animations where you swing with two hands? They did it seamlessly enough for the Ghost slaying axe power, and as was mentioned earlier in the forum, they did alt animations for katana. I don't know that it's the most important thing in the world, but whats wrong with hoping? It seems like a natural enough thing for the devs to accomplish at some point.
I would mostly like more weapons. How hard can it be to draw new swords? Esepecially the axes, there's only like 5 of them to chose from in the begining. I can't imagine that it takes that much effort, and there's SOOO many swords that they could have.
I think we've missed the most important problem with the OP request.
Two-Handed animation would mean you couldnt also use the Shield powerset. Cant use a shield to defend yourself while that hand is also swinging your weapon. Doesnt work. So unless there was a "Great Sword/Great Axe/Maul" Powerset that was ONLY two-handed I dont think you'll see BS/Axe/WM ever getting two-handed animations. While more gameplay options are great, it still needs to be somewhat realistic in some aspects :P |
Needless to say, the above is not true. You CAN use a shield with a two handed sword without it looking stupid, and anyone that says otherwise tends to suddenly find themselves looking at over 6 foot of steel up close and personal.
I'd love to see alternate animations. Some of them, in my opinion, do look very weak.
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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Last post: 1/27/2010
Necropost: 2/19/2011
... really? Oh, wait, it's the weekend.
Wha-?
Ugh...didn't notice that.
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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I'm going to close this thread as it hasn't seen activity in some time. If anyone has anything they would like to add to the discussion about alternate broadsword, battle axe, or war mace animations, please feel free to start a new suggestion thread on the topic.
I'd love to see different animations available for Broadsword. It'd be possible to make the set look faster with quicker moving animations that are simply more elaborate. It's IS hard to think of alternate animations when looking at BS's. But, when you look at a different game's instead, not so hard. Not suggesting we copy other games, I'm just saying that I can never think of alternates if I'm watching CoH's sword in action.
A few ideas I've had. I was originally going to make my own topic sometime when I could come up with a full 8 animations (sorry Build Up!), but I might as well throw them in here.
Slash - A quick diagonal slash.
Hack - Not sure here, I still want a downward strike personally, just something that doesn't look so... slow.
Slice - Not sure here either. I mainly hate the "gotta get my balance back" movement at the end that at least feels like it makes up half the animation.
Parry - I'm envisioning an overhead block with the sword held horizontal, followed by either a quick downward slash or a stab to the gut, whichever looks better.
Confront - Dual Blades taunt animation please!
Whirling Sword - How 'bout a Zelda-style spin attack?
Disembowel - The existing animation is probably one of BS's better ones, but doesn't look entirely like a Disembowel. I'd say start by sticking the sword in the opponent's gut (assuming the enemy is using a human-like model and other characters are of about even size). Since we need to include a knock-up effect, then we can have the character yank the sword straight up to pull it out. The ending result in my mind kind of looks like the Climhazzard animation from FF7.
Headsplitter - Well, a two-handed above-the-head blow is out. Well, maybe if he cupped his other fist around the first it could work, but I don't know if that'd look good. Having to work up a new idea here. Just something, anything, other than the current shoulder splitter that doesn't even look like a sword attack!