animation problem... (walk, run, and roll)

Started by DarkPikachu, August 07, 2010, 04:19:52 PM

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ok so the problem is when you walk/run, or roll in the game, the point of origin is supposed to take on the new coordinates at the end of the animation...
but it dosn't and the char snaps back to the original position and just replays the animation without giong anywhere...
how do I fix that??

note: dashing and jumping work fine

[spoiler]Quote: Friedslick6
you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
But the coolest part was that you didn't stop working on it despite that.

Quote: Internet Explorer
you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

quote: Greg
You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

anyone?? ;_;

[spoiler]Quote: Friedslick6
you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
But the coolest part was that you didn't stop working on it despite that.

Quote: Internet Explorer
you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

quote: Greg
You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

I was reading som'in about the TransN bone... if it's not working it could give issues.
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http://forums.kc-mm.com/index.php?board=17.0
help section for animations/psa

http://forums.kc-mm.com/index.php?topic=9248.0
stuff about bones

I don't know if your using an import, so im just going to answer it like its a regular char.  Move the transN bone when animating left to right.  Make sure "moves character" is checked in psa for the subaction.

August 07, 2010, 06:45:47 PM #4 Last Edit: August 07, 2010, 06:48:35 PM by Tcll
I see...
yea... it is an import...
I guess I just have to change the names accordingly:

Pachirisu
   |
   Origin

to:

TopN
   |
   TransN

and work from there?

EDIT:
1 Q

can I add animations to the logic with the current software??
I want it to work 2 animations with 1 command
eg:
Wait1 (original)
Wait1_P (custom)

[spoiler]Quote: Friedslick6
you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
But the coolest part was that you didn't stop working on it despite that.

Quote: Internet Explorer
you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

quote: Greg
You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

umm  i don't know much about imports so just read the link i gave you...

Quote from: Tcll on August 07, 2010, 06:45:47 PM
can I add animations to the logic with the current software??
I want it to work 2 animations with 1 command
eg:
Wait1 (original)
Wait1_P (custom)
im guessing "add animation to the logic with the current software" means you want to add an extra animation, which you use brawlbox for....just simply add it.

And make one command do 2 animations at once.  you can make the animation happen directly after by just putting a change subaction using psa. Make it change to "NONE" subaction( i guess you would call an enum?). change none to the animation you want(exact spelling) and put an allow interrupt at the beginning.


you understand what I'm trying to do right??

the 2 animations crontrol differant bone sets
one bone set per model

eg:
Wait1 controls Pikachu
Wait1_P controls Pachirisu

see what I'm getting at...

so those dir's you gave me will allow me to do that??
I've never used PSA before... so I don't know :P

I just really want this to work...

[spoiler]Quote: Friedslick6
you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
But the coolest part was that you didn't stop working on it despite that.

Quote: Internet Explorer
you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

quote: Greg
You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

no idea what Pachirisu is...but that doesn't matter. If Pachirisu is pikachu's article then you can choose which animation plays, while playing the current animation. you cannot control animations of opponents(as far as i know).

basically you can choose article animations and play them the same time as pikachu's animation with one button(subaction basically) through psa

i think i understood right?

I mean I'm trying to make it so I don't have Pikachu stuck in his T-pose while Pachirisu gets the animation

if you don't know, the Wait animations are the standing "idle" animations...

I'm not really talking about opponents...
I'm talking about:
well

Wait1 has all of Pikachu's bones and none of Pachirisu's
while Wait1_P has just the opposite, and is a differant length in frames...
how would I get them both to play to control both chars... (not literally with the controller)
I mean, have the computer as Pachirisu while you're Pikachu...

[spoiler]Quote: Friedslick6
you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
But the coolest part was that you didn't stop working on it despite that.

Quote: Internet Explorer
you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

quote: Greg
You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

o you mean like the iceclimbers?

This is what i (hopefully) understand:

pikachu is the main character still. Pachirisu is kinda like an article(model) that you imported that goes over one of pikachu's article.  Wait 1 is for pikachu. wait_P is for pachirisu.  Well since waiting is automatic, in psa for wait 1 put a "set article" action at the beginning.  then whenever pikachu is doing his waiting animation, so is pachirisu.  Pachirisu wouldn't technically be a computer.Who is it over?

August 08, 2010, 12:56:47 AM #10 Last Edit: August 08, 2010, 12:58:33 AM by Tcll
P1 = Pikachu
P2 = Pachirisu

that's what I mean :P

however, that will help me with another planned char :D

[spoiler]Quote: Friedslick6
you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
But the coolest part was that you didn't stop working on it despite that.

Quote: Internet Explorer
you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

quote: Greg
You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

you lost me....0.o....you can't control other players or cpu at all...

August 08, 2010, 01:04:41 AM #12 Last Edit: June 05, 2022, 08:29:50 PM by DarkPikachu
let me start over...

P1 = Pikachu
P2 = Pachirisu

in FitPikachuMotionEtc.pac there is
Wait1.chr0 (this controls only Pikachu's bones, NOT Pachirisu's)
Wait1_P.chr0 (this controles only Pachirisu's bones, and has a differant framelength)

I don't want Pikachu to be in his T-pose while Pachirisu gets to be animated...
how do I go about editing the logic to play both animations

[spoiler]Quote: Friedslick6
you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
But the coolest part was that you didn't stop working on it despite that.

Quote: Internet Explorer
you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

quote: Greg
You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

I think I see where ur going. Are your trying to have both pikachu and pachirisu on the same character?
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Quote from: fireking220 on August 08, 2010, 01:11:52 AM
I think I see where ur going. Are your trying to have both pikachu and pachirisu on the same character?
yes

[spoiler]Quote: Friedslick6
you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
But the coolest part was that you didn't stop working on it despite that.

Quote: Internet Explorer
you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

quote: Greg
You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.