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Animation

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zyric
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Animation

From my understanding animation will be handled similar to COH's enhancement slots, so I was wondering if all of the animations will be easily available or if some of them are going to be rare drops or crafted items? I could see having boxing or karate purchasable but having other things like drunk monkey kung fu or ballet as rare drops. In fact this would be a great microtransaction. Instead of having to farm the Spinning Ballerina's of Death for your ballet animation, you could just buy a crate of 6 or 8 of them that were bind on equip. Then you could use the 4 or 5 you need and auction off the rest. This also means that all of the animation wouldn't have to available at launch. You could easily add new ones in the future once they had been completed.

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Animations are similar to

Animations are similar to costume pieces. Anything that does not fall under the category of "p2w" may be purchased in our cash shop. It is too soon to tell if aniamtions will be earned like costume pieces as drips, but it is within the realm of possibility. Also, any in game earned items would like be paired with badges which are not gained when purchased from the cash shop. And playing through certain types of content and earning keh badges may also afford different game play opportunities.


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zyric
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Cool. Thanks.

Cool.

Thanks.

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How will custom animations

How will custom animations work mechanically? Let's say I wanted to have a punch animation on a power which has a large cast time, how will that work? I assume a punch has somewhere around a 1-2 animation, so if the power had say a 3 second cast time would the character just appear to be standing there after the power was used? Would the punch speed be drawn out over the entire cast time? Are animation options going to be available according to the power's cast time? The same questions for fast casts using a typically longer animation.

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They can stretch or compress

They can stretch or compress the animation to be faster or slower and fit the cast time of the power, I believe.

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Radiac wrote:
Radiac wrote:

They can stretch or compress the animation to be faster or slower and fit the cast time of the power, I believe.

Yeah so let's say there's two melee punch powers in question. For argument's sake let's say one takes 0.5 seconds to "cast" and the other takes 2 seconds. I think they'll be able to use the same punch animation sequence and adjust it to run either 0.5 seconds or 2 seconds respectively. This would naturally make the first one look like a quick jab while the other look like a slower heavy haymaker.

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Could make for some

Could make for some interesting looking combinations then... I'm excited to mess around with it whenever it's available.

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I guess we can only wait and

I guess we can only wait and see as a 0.5 second punch could be used four times for a 2 second power.

Where as for my character, any shooting I wouldn't want him to fire only a single shot in 2 seconds but rather many for example.

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i remember a post saying that

i remember a post saying that all the animations will have the same cast time but i can't find it :/


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TitansCity wrote:
TitansCity wrote:

i remember a post saying that all the animations will have the same cast time but i can't find it :/

Not quite correct. We have a range of cast times. Animations can be sped up or slowed down to match the cast time. These are premade animations for the cast times, players won't be dynamically or manually changing cast times when selecting animations.

If a power calls for a 1 second cast time, any animations the player can choose from will last 1 second.


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Tannim222 wrote:
Tannim222 wrote:

TitansCity wrote:
i remember a post saying that all the animations will have the same cast time but i can't find it :/
Not quite correct. We have a range of cast times. Animations can be sped up or slowed down to match the cast time. These are premade animations for the cast times, players won't be dynamically or manually changing cast times when selecting animations.
If a power calls for a 1 second cast time, any animations the player can choose from will last 1 second.

Can we chain the animations, so a two second animation might be a flurry of kicks and punches etc ?

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A 2 second animation is a 2

A 2 second animation is a 2 second animation. It is possible that a 2 second cast time be made to have "multiple hit" annimation - like say an attak that does its damage over time within the case time.

But you aren't "filling" the cast time with one or more animations until they add up to the cast time.

When you select a power dor customization, the animations you choose will be those that are set for its cast time.


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I hope that we will be

I hope that we will be offered 1-hit, 2-hit, 3-hit animations, for those of us that want to be 'fast', regardless of how the damage is applied. That was one of my peeves about the revamp of Energy Melee in CoH. Attacks that were Quick got new animations that were soooo sloooow! We could Enhance every aspect of a power, except for Animation Time. DPA dropped like a stone.

Be Well!
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Fireheart wrote:
Fireheart wrote:

I hope that we will be offered 1-hit, 2-hit, 3-hit animations, for those of us that want to be 'fast', regardless of how the damage is applied. That was one of my peeves about the revamp of Energy Melee in CoH. Attacks that were Quick got new animations that were soooo sloooow! We could Enhance every aspect of a power, except for Animation Time. DPA dropped like a stone.
Be Well!
Fireheart

The problem with that is the hit fx and sounds are triggered by the hit roll and how the effect id applied.

If the effect is applied once, and the animation say is 3 punches, you will only see and hear 1 hit fx making it seem like the other punches did nothing.

It gets to feel very odd after a while.


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Tannim222 wrote:
Tannim222 wrote:

Fireheart wrote:
I hope that we will be offered 1-hit, 2-hit, 3-hit animations, for those of us that want to be 'fast', regardless of how the damage is applied. That was one of my peeves about the revamp of Energy Melee in CoH. Attacks that were Quick got new animations that were soooo sloooow! We could Enhance every aspect of a power, except for Animation Time. DPA dropped like a stone.
Be Well!
Fireheart
The problem with that is the hit fx and sounds are triggered by the hit roll and how the effect id applied.
If the effect is applied once, and the animation say is 3 punches, you will only see and hear 1 hit fx making it seem like the other punches did nothing.
It gets to feel very odd after a while.

Oh, man. What are you guys doing to address that?

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MeSoSollyWan wrote:
MeSoSollyWan wrote:

Tannim222 wrote:
Fireheart wrote:
I hope that we will be offered 1-hit, 2-hit, 3-hit animations, for those of us that want to be 'fast', regardless of how the damage is applied. That was one of my peeves about the revamp of Energy Melee in CoH. Attacks that were Quick got new animations that were soooo sloooow! We could Enhance every aspect of a power, except for Animation Time. DPA dropped like a stone.
Be Well!
Fireheart
The problem with that is the hit fx and sounds are triggered by the hit roll and how the effect id applied.
If the effect is applied once, and the animation say is 3 punches, you will only see and hear 1 hit fx making it seem like the other punches did nothing.
It gets to feel very odd after a while.
Oh, man. What are you guys doing to address that?

It is the matter of the proper animations synched to the appropriate attacks by hit timing.

Keep in mind we are prototyping still. Things are likely to change.


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Okay, but (except for Snipes)

Okay, but (except for Snipes) super-slo-mo attacks only work in cartoons or 'bullet-time'. By the time a character finishes that 'Kamehameha' attack, the opponent has already dodged behind him and run off with the loot and the women. Or, alternatively, the person's team has gotten bored, defeated his target, and moved on down the line. A front-line fighter doesn't have time for really big, flashy, involved animations.

I'd almost suggest that the Animation have an effect on how the power pays out, but I suspect that might cause problems.

Be Well!
Fireheart

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Fireheart wrote:
Fireheart wrote:

Okay, but (except for Snipes) super-slo-mo attacks only work in cartoons or 'bullet-time'. By the time a character finishes that 'Kamehameha' attack, the opponent has already dodged behind him and run off with the loot and the women. Or, alternatively, the person's team has gotten bored, defeated his target, and moved on down the line. A front-line fighter doesn't have time for really big, flashy, involved animations.
I'd almost suggest that the Animation have an effect on how the power pays out, but I suspect that might cause problems.
Be Well!
Fireheart

It really depends on how the game's pacing is set up. Super Smash Brothers Falcon's Punch was lambasted for being too long. It was 1.5 seconds.

In other games, that might be the average cast time. It depends on how dynamic the action is in a visual sense. A 3 second cast time might not feel great if it was a super slow jump and hammer down with fists, nut as a whirling area attaxknthat hits each target multiple time...could feel and look great.

To be clear, I'm not an animator but I know how the powers are designed. Our cast times are actually faster on overage than the old game's.


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Tannim222 wrote:
Tannim222 wrote:

TitansCity wrote:
i remember a post saying that all the animations will have the same cast time but i can't find it :/
Not quite correct. We have a range of cast times. Animations can be sped up or slowed down to match the cast time. These are premade animations for the cast times, players won't be dynamically or manually changing cast times when selecting animations.
If a power calls for a 1 second cast time, any animations the player can choose from will last 1 second.

I'm not sure to understand well ^^
We have (yes, we ^^ like a team you know, a big family who like super heroes ^^) a range of cast : 1s to 3s for example, i choose a 1,5s cast power
Animations can be speed up or down : so (theoricaly) a 1s animation can become a 1.5s animation or even a 3s animation can become a 1.5s (i still have a 1.5s cast power)
Animations are premade for the time cast : for my 1.5s cast choosen, i will have access to the 1.5s animations only ? or i will have access to animations that can be slow up or down till 1.5s ?

I'm sorry to make you repeate or explain ^^ i understand fast but you have to explain longer xD


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TitansCity wrote:
TitansCity wrote:
Tannim222 wrote:

Not quite correct. We have a range of cast times. Animations can be sped up or slowed down to match the cast time. These are premade animations for the cast times, players won't be dynamically or manually changing cast times when selecting animations.
If a power calls for a 1 second cast time, any animations the player can choose from will last 1 second.

I'm not sure to understand well ^^
We have (yes, we ^^ like a team you know, a big family who like super heroes ^^) a range of cast : 1s to 3s for example, i choose a 1,5s cast power
Animations can be speed up or down : so (theoricaly) a 1s animation can become a 1.5s animation or even a 3s animation can become a 1.5s (i still have a 1.5s cast power)
Animations are premade for the time cast : for my 1.5s cast choosen, i will have access to the 1.5s animations only ? or i will have access to animations that can be slow up or down till 1.5s ?
I'm sorry to make you repeate or explain ^^ i understand fast but you have to explain longer xD

If I understand correctly, when you choose a power, it comes with certain attributes built in: range, damage type, animation time, etc. The animations you get to choose from those approved for this power; all the choices will have the same casting time. The speeding up or slowing down of the animations will have already been done by the devs. If the animation you want isn't among the choices available, you'd have to ask the devs to approve the one you want or make a new one, either of which would take an amount of time that begins with the question, how busy are the devs?

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Foradain wrote:
Foradain wrote:

TitansCity wrote:
Tannim222 wrote:
Not quite correct. We have a range of cast times. Animations can be sped up or slowed down to match the cast time. These are premade animations for the cast times, players won't be dynamically or manually changing cast times when selecting animations.
If a power calls for a 1 second cast time, any animations the player can choose from will last 1 second.
I'm not sure to understand well ^^
We have (yes, we ^^ like a team you know, a big family who like super heroes ^^) a range of cast : 1s to 3s for example, i choose a 1,5s cast power
Animations can be speed up or down : so (theoricaly) a 1s animation can become a 1.5s animation or even a 3s animation can become a 1.5s (i still have a 1.5s cast power)
Animations are premade for the time cast : for my 1.5s cast choosen, i will have access to the 1.5s animations only ? or i will have access to animations that can be slow up or down till 1.5s ?
I'm sorry to make you repeate or explain ^^ i understand fast but you have to explain longer xD
If I understand correctly, when you choose a power, it comes with certain attributes built in: range, damage type, animation time, etc. The animations you get to choose from those approved for this power; all the choices will have the same casting time. The speeding up or slowing down of the animations will have already been done by the devs. If the animation you want isn't among the choices available, you'd have to ask the devs to approve the one you want or make a new one, either of which would take an amount of time that begins with the question, how busy are the devs?

Pretty much.

Some animations may require more work to speed up / down to get to look right and need additional tweaks to get it rigged properly. Some animations may be mire soecialized for certain types if powers.- like cone area particle fx may not be available for single target attacks. Cone / area effect animations may not work well for single target attacks, etc.

It is too early to tell for certain but this is an educated guess.


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That's a good news ! :) But,

That's a good news ! :) But, i don't think we can "ask" the dev to put an animation or another to a minus speed ^^ It will represent to much work !!
But, i'm glad to know how much the customization of power is so deep ! :)


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So a very slow animating jab

So a very slow animating jab with the cast time of a snipe (5 sec) which produces a massive knockback effect is unlikely to happen anytime soon... :-(

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Beeker wrote:
Beeker wrote:

So a very slow animating jab with the cast time of a snipe (5 sec) which produces a massive knockback effect is unlikely to happen anytime soon... :-(

Why not? If a power was made to be a snipe doing damage and knock back, any aniation can be taken and slowed down.

I only mentioned that our average anim times are faster than the old game's anim times.


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Nice! It would be delightful!

Nice! It would be delightful!

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Just say it's Bullet Time.

Just say it's Bullet Time.

Has anyone seen my mind? It was right here...

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Lin Chiao Feng wrote:
Lin Chiao Feng wrote:

Just say it's Bullet Time.

'Clobberin' Time!'

I was chatting about weapons, but it made me think of Animations: "Some people might want 8-bit weapons, while others would vote for hyper-realism and historical accuracy.

Hmmm, 8-bit 'Hold' power, encases you in a Tetris-field..."

Re-inventing some of my characters for a PnP game had me thinking Animations, too. I described one character as obscuring the effects of her powers with vivid and eccentric visuals, like disguising a fireball as a big red butterfly that exploded on contact or summoning a work-party of gnomes to nail the target's feet to the ground. By the same token, the fireball could be animated as a 'firebird' (no, not a Pontiac... or maybe so?) and an AoE could be represented by a million bloodthirsty Faeries, swarming the targets, getting under their clothes and stabbing, clawing, biting them to death.

A 'paper-folding' animation might have one zipping up a paper airplane and tossing it at the enemy.

Mmm, Head-butt attack, I could see Rottweiler doing that, but it might have problems with scale - imagine some brawny brawler trying to head-butt a giant monster?

I'd definitely like to see ALL attacks, but especially melee attacks, animated in a real-world fashion and involving the whole model in the motion. Boxing, punching, kicking, throwing, swinging, etc. that use real kinesics... Mmm, I'll make an exception for the 'Nose Boop of Doom', things like that are just too awesome, but even That can use realistic humanoid gestures.

However, I agree that a whole powerset full of 'hang-time' and punches that take 5 seconds to animate... that's ridiculous.

Be Well!
Fireheart

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