All Things Art: Animation Edition


Abigail Frost

 

Posted

I'd be happier with more blurry, less spastic. The current version (at least of Shadow Maul, not sure about Flurry) has a lot of after-image stuff that isn't readily visible that makes this already work for me.


Dec out.

 

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Like I said, I'm looking for an alternative that animates much faster and hits many more times. Blurry afterimages only go so far to hide the fact that it's a slow animation. I'm in the process of capturing footage from Chun Li's Thousand Kick super to show what I mean.


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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.

 

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Oh, I know what you're after. I was just showing you what works for me now and would like improved versions of that. I personally don't like very many of the fighter game animations and think they'll look wonky with our slightly more "realistic" and 3d stuff.


Dec out.

 

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Speaking of fighter games, Marvel vs. Capcom 3 ought to be realistic and 3D from the looks of things.


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.

 

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Originally Posted by Techbot Alpha View Post
Given we'll never get a Fencing/Rapier set, I'd love more animations that were for lighter weapons.
Anyone remember this guy from Soul Calibur 2?

Actually, that's exactly who I was thinking of!

(I've only played Soul Calibur 3 though, he's my favourite character evar. )


~union4lyfe~

 

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Back to power animations, amongst all the requests for greater displays of effort and grizzle, hows about considering the other direction too of utterly bored and indifferent animations? NOT to be confused with boring animations... but what about power animations that show complete dismissal and confidence on the part of the super? I.e. a look away from the target with the head and a bored snap of the fingers to execute the power for example? Think of it applied to a mass hold power. Some people choose to create characters that are just that bad a** that they can barely be bothered to use some powers.
Incredible idea.


A game is not supposed to be some kind of... place where people enjoy themselves!

 

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Quote:
Originally Posted by SilverAgeFan View Post
Back to power animations, amongst all the requests for greater displays of effort and grizzle, hows about considering the other direction too of utterly bored and indifferent animations? NOT to be confused with boring animations... but what about power animations that show complete dismissal and confidence on the part of the super? I.e. a look away from the target with the head and a bored snap of the fingers to execute the power for example? Think of it applied to a mass hold power. Some people choose to create characters that are just that bad a** that they can barely be bothered to use some powers.

[EDIT: Okay okay--I remember, no fingers in this game. BUT you get what I'm saying. It's all about the nonchalance.]
Hahaha I can imagine this now.

*hits Thunderous Blast*

*/e talktothehand emote plays, entire spawn dies, character yawns*


~union4lyfe~

 

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I'd like to see handedness added to the game, such that we could choose which hand is holding the broadsword, mace, axe, shield, or what have you. It's a given that DP characters are ambidextrous, but it would be very nice to choose which side of the body the animated objects are on.


 

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Originally Posted by FredrikSvanberg View Post
Something I just recently noticed:

Alternate animations for Assault Rifle. I want the popout guns that the PPD hard-suits use sometimes. The guns that pop out of their arms and back. Those things are awesome. If we could have something similar, heck, for all kinds of powers (but Assault Rifle could use something special to spice it up), we wouldn't need a special Power Armor powerset.
On a similar note, a Laser Rifle reskin/alternate animation of Assault Rifle, like with what Robot Masterminds have. Doesn't have to be anything different besides shooting laser blasts instead of bullets.

The rest here is sort of a wish-list.

Also, it'd be great to have some sort of "Munitions" epic set, especially for tankers and brutes and the like, which included that AoE missile swarm thing Malta Titans and Rikti Pylons do. I guess from the wrists or hands.

I'd love some more "punchy" attack animations for some of the melee sets. A lot of them, like Energy Melee, use a lot of the same animations. The double fisted overhead smash is used by Air Superiority, Seismic Smash, Bone Crusher, Havoc Punch, Haymaker, and probably a few others. It'd be nice to have some more variety.

Can we reduce the animation time of Rise to the Challenge? It drops so easily, especially in PvP where it goes away if a mez so much as looks at you, but has a very long rooting animation.

Also, could we have the option to change the Tornado animation used by Tornado and Psychic Tornado to the Water Spout animation? The Water Spouts look a LOT cooler.

With Teleport, can we have access to some of the other teleport animations? Such as the Rikti or Warshade teleports? It'd be too much to want Mirror Spirit's teleport.


You want to know the secret of the world? It's this: Save it, and it'll repay you, every second of every day.
@Dr. Reverend - My DeviantArt Gallery
Crow Call - Gods of the Golden Age

 

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Originally Posted by Duncan_Frost View Post
Actually, that's exactly who I was thinking of!

(I've only played Soul Calibur 3 though, he's my favourite character evar. )

Yea hes a Vampire now in SC4. He also sucks, Yoda FTW!


Captain Den'Rath 53* Merk/Traps MM, Rivona 50Energy Blast/Time Cor,Victoria Von Heilwig 53* Dual Pistols/Traps Cor, Crab Spider Webguard 53* SOA, Accela 53* Bot/FF MM,Valkyrie's Executor 53* Broadsword/Shield Def Scrap. On FREEDOM! @Knight Of Bronze
"Hypocrisy, the human inherent." "Let not this work be wasted, apply yourself always."

 

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Originally Posted by Weatherby Goode View Post
Pool and A/PPP customization:

This is probably the single most requested animation/FX related issue right now. Please let it happen sooner rather than later
This is my biggest animation recommendation right now. I've just started up a new scrapper, and her ideal travel power would be SuperSpeed. However, I can't stand how it or Hasten looks. I even hate how Hasten sounds. I've picked them both up in the hope that power pool customisation is somewhere down the line, but I'm really tempted not to use either unless the team really need me to SS to the mission.

I'm not sure if my other request belongs in this thread or the costume one;
New Aura Options

Specifically, the ability to use all existing auras as combat-only auras (even if we still have to wait until level thirty), and the ability to use a subtractive/pigment palette when colouring them. Now we can have subtractive powers, the existing auras aren't as fitting as they used to be.


 

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Now, I haven't read the whole thread, so I hope this hasn't been said before.

I'd love origin styled animations for as many sets as possible. This would mean having 5 or so animations for each power to represent each of the 5 origins. Now I realize that would mean having a lot of work to do, but it would be a good idea for the next set of boosters.

Tech
Wrist cannons for blast sets
Jerky melee attacks for a robot.

Magic
More runic spell animations for blasts
Kinetic Melee styled attacks for melee.

Natural
Gun based blast sets.
Like the current alternate animations for MA, I would love to see some more street brawling animations.

Mutant
The character should move like they have mastery of their element. It should appear completely natural to them.
Beastial attacks for melee.

Science
I'm not sure how to explain these well, but it should look like the character almost has no control over their powers. Like they are being overloaded, almost like the current animation for Self Destruction, just less robotic.


To score some brownie points, I love all the newer animations, and I'd love to see some of the older ones in a similar style.



Claiming the Isles (The Nemesis Strike Force), Arc 448371 - Rogueish action from the Prussian Prince of Automatons himself!

 

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Originally Posted by Battleguard View Post
Science
I'm not sure how to explain these well, but it should look like the character almost has no control over their powers. Like they are being overloaded, almost like the current animation for Self Destruction, just less robotic.
Really really really like this idea. Earlier, I suggested power customization animations that convey a nonchalance.

This opens the door for another means of creatively looking at animations and concept options for characters... along a dimension of control and confidence. With nonchalance and utter control at one side and barely being able to contain the power within at the other extreme.

Nothing else to say other than to reiterate how much I REALLY like this idea, especially in light of how expressive all the most recent animations have been in game. I bet that BABs or one of the other talented animators could really nail this attitude given the production time and priority.


 

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Of all animations, I'd like alternate animations for the blast and melee sets.

What I love about Dual Pistols versus other blast sets, is the movement. The other blast sets I feel like I'm just standing in place repeating animations with a different flash effect.

For melee, I'd love to see more martial arts style moves tacked onto fists and feet attacks.

Electric Melee for instance, Id love a Eagle's Claw or Dragon's Tail style animation for Thunderstrike.

I want a finesse versus crunch animation option.


BrandX Future Staff Fighter
The BrandX Collection

 

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Quote:
Originally Posted by BrandX View Post
Of all animations, I'd like alternate animations for the blast and melee sets.

What I love about Dual Pistols versus other blast sets, is the movement. The other blast sets I feel like I'm just standing in place repeating animations with a different flash effect.

For melee, I'd love to see more martial arts style moves tacked onto fists and feet attacks.

Electric Melee for instance, Id love a Eagle's Claw or Dragon's Tail style animation for Thunderstrike.

I want a finesse versus crunch animation option.
On the flip side, some more 'blunt' animations for Dual pistols would be cool.

Don't get me wrong, I love the current ones (I was glee-ing out on test when I first saw them ) but a lot of people have said 'I would play it except its too flashy' and, sometimes, to make a character, you could do without the gun twirling (Although Executioners shot should never change. Its like Chuck Norris, in gun form )


Quote:
Originally Posted by Zwillinger View Post
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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Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

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I think this may be part of my indifference to that set. The Shadow-like character I made on test looked like he was goofing around all the time. /signed for some "settle down, Sparky!" anis for DP.


Dec out.

 

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Kind of OT. but falling into PwrCus; Alternate audio/audio customization for powers


Apparently, I play "City of Shakespeare"
*Arc #95278-Gathering the Four Winds -3 step arc; challenging - 5 Ratings/3 Stars (still working out the kinks)
*Arc #177826-Lights, Camera, Scream! - 3 step arc, camp horror; try out in 1st person POV - 35 Ratings/4 Stars

 

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I've got a silly request; can we get the previous ragdoll physics back? I'm talking about the i16 ones. The new ones just plain suck, because the movement span is too short and ragdoll movement too stiff.


 

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Quote:
Originally Posted by Battleguard View Post
I'd love origin styled animations for as many sets as possible. This would mean having 5 or so animations for each power to represent each of the 5 origins. Now I realize that would mean having a lot of work to do, but it would be a good idea for the next set of boosters.
As long as you DON'T RESTRICT them to their respective origin, I can totally get behind this. But please understand that my wizards need to use guns and my technologists sometimes need to use runes, while my wizards often use technology.


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

More Auras

Holographic Auras with moving gradients and/or patterns

Glyphic/Runic Auras for feet (beneath the toon), hands (a flat version and a 360 version) and head (horizontal and/or vertical halos) options (one or two sets representing each Origin (Binary, Atomic, Arcane, Ninja Mystic, Sputtering Chaotic Equations, etc))

Semi-reflective [combat] auras - like the combat shields from 'Dune'

Animated chest auras that reflect whatever chest detail art is being used at that time.

Wing Aura category.


Breaking down the current Aura category to reflect the breakdown of body area categories. (More Aura control)

Allowing for asymmetrical aura selection (which falls back to allowing asymmetrical costume piece selection - then again... could be totally independent of it)


Apparently, I play "City of Shakespeare"
*Arc #95278-Gathering the Four Winds -3 step arc; challenging - 5 Ratings/3 Stars (still working out the kinks)
*Arc #177826-Lights, Camera, Scream! - 3 step arc, camp horror; try out in 1st person POV - 35 Ratings/4 Stars

 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
As long as you DON'T RESTRICT them to their respective origin, I can totally get behind this. But please understand that my wizards need to use guns and my technologists sometimes need to use runes, while my wizards often use technology.
I wasn't thinking about restrictions. That would be plenty silly.



Claiming the Isles (The Nemesis Strike Force), Arc 448371 - Rogueish action from the Prussian Prince of Automatons himself!

 

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I still want the ability to cause my character to go into ragdoll mode until I decide to move again. I would spend my days freefalling off of buildings.


 

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Quote:
Originally Posted by SilverAgeFan View Post
You can do this with binds. I don't play with the numberpad and regularly seat a number of costume emotes there. Going from memory, but an emote whiz could check me on this:

/bind numpad1 "cce 1 ccspin"

will make it so when you tap the 1 on the number pad, your character will change into costume slot 1 with the spin emote.

there are more complicated binds and a list of all their slash commands here:

http://wiki.cohtitan.com/wiki/Cce_(Slash_Command)
Yeah, I know you can bind it, but why not make it to auto-save when you log out, for example, in a file.
We already have the playerslot.txt that stores automatically the positions of our characters in the character selection screen and the last costume used. I think it's not too hard to make something similar to save the name of the character and the costume change emote.
Even they can use the same file to store it!!!

P.S.: I opened the playerslot.txt file and I see that it only stores the position, but not the costume in use. But the store the costume somewhere in game, so they can do it for cc_emotes and I don't think to store 1 more character (the number of the emote) when you logout increase so much the work of the database manager (if they store it on the database and not on a file in our PCs)



 

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Well most things are covered, but i'll add some wishes.

- Twitching cat (and other animal) ears, not all the time, but a little twitch now and then would be nice!

- If you're planning on doing animated hair, please for the love of god do NOT use the cape system for it. It's flat, still stiff and doesn't look particularly good. Sorry ghost widow but your hair looks only good when you stay still, as soon she moves and it starts flapping around. ugh no.

- Add jigglebone physics to the hair instead. Makes it look more natural and probably ALOT easier to make.

- Non flying animations on wings. Bat and Cherub wings have it, they flap and stretch now and then even when not flying. I'd like to see the larger wings do this too, they look so stale and dead when a character isn't flying.

- More run stances. Ninja Run is awesome, and shows how a stance could be used and still look good. I'd like to see a "on all fours" run animation similar to ninja run. Transition between combat stance and ninja run works fine, doesn't look all that bad and could open up new possibilities for alternative animations on other travel powers. Like superspeed could have a burrowing animation (to steal from CO) for example.

- Animated faces, at least the mouth and eyes. If we're talking on the radio or something, would be nice to see mouth move a little. And eyes looking around. Minor detail but would make characters feel more alive.


And if you add more animations for powers, which is a great idea.
Let us have the option to make chains of animations. Like Pistol power in dual pistols set cycle four diffrent animations. If we had 4-5 diffrent animations (could reuse from other powers) and let us pick which we wanan cycle on that power. Would also make it look more diffrent and fun to watch combat instead of doing the same animation over and over.
Martial Arts and Super Strength would be good for this, instead of picking a kick or a punch. let us pick so the power will alternate between a kick and a punch for instance.


 

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Quote:
Originally Posted by Sapphic_Neko View Post
...
- Add jigglebone physics to the hair instead. Makes it look more natural and probably ALOT easier to make.
...
If they get jigglebone physics in the game, the hair better be the SECOND place the tech is applied to.

<.<

>.>

Just sayin'