Animations cracked

S.K. Stylez

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It won't create a new value. It's just like porting an animation from 1 game to another. You'll replace an existing move, or use a move hack and splice from the first frame.
 
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Will it change animations the same way that normal move hacks do? Will distance mods and such have to be implemented? If so, wrestler specific for the wiiiiin!

If it can be made specific, imagine the possibilities of varying styles for the same move!
 

S.K. Stylez

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I should have made it clearer. You add the new animation to the end of the ROM and change the Toki 3 values of you want to replace an existing move. Or you could use a move hack to splice from the first frame. You won't need distance mods if you've created the animation exactly how you want it. Each frame has a value that moves everything to where you need it to be.
 

baal666

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As someone who never understood shit at move hacking, i can't wait to get my hands on this tool and try it out. Hopefully will be able to make a double stomp that looks impactfull, a crucifix powerbomb where you actually throw the opponent or a cop killa.
 
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Okay. So is that a yes for being able to make it player specific? I'm assuming we can since tokis work with them.

Sorry for all the questions, but this has really changed my approach for Showdown 2. I want every guy to have little differences for the same moves.
 

baal666

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My only question is when will we be able to try it out ? Not trying to rush you, i'm just eager to see what can be done.

More seriously, what about moves that include ropes ? won't they move when they're not supposed to and stay straight when they should bend ?
 
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If it works like a move hack, for ropes you may need toki 1 mods, I think. Or area property mods.
 

S.K. Stylez

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You can make it specific, so yes, you can have varied animations of the same move.

I'm not rushing to release it. I want to make sure that I make it n00b friendly and easy to edit each body part.
 
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Don't rush it! Take your time.

I'll be right here salivating. :)
 

randymanfoo

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Something I keep wondering...

Will this animate between frames manually or is animating every frame mandatory for fluid motion?

For instance, at frame 00 arms are at sides, at frame 0A arms are above head. Will it animate from frame 00 to 0A, does it stay on frame 00's position until frames 0A or does it glitch like when you add extra frames to an animation because the frame ani's are unspecified?

Hoping it works like keyframes, if you follow that.
 
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