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Optional Animation Standards (Read 614993 times)

Started by Jmorphman, February 16, 2012, 03:40:11 am
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Re: Optional Animation Standards
#141  August 01, 2023, 11:33:43 pm
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About these, with the bisection fatality animations one can use the same standards as Darkstalkers/Clayfighter with Bishamon by B-Kun for more compatibility with other characters and to keep the animation list short. The decapitation standards are pretty valid though, as is the torso held as trophy standard. I’ve also started to wonder if SamSho standards exist for the fatalities from those games?

Also you can use MKT sprites for 7696 (shocked), as well as Survival Arts having sprites for 88500 (Burning) for digitized characters like Cage there.

About the normal/special reactions, those are pretty valid, but MK also has a sweep/trip standard also used in SF2. The fatalities a bit less so,  one can use 7780 (the Sangue=Passare standard) for Kitana and Shang’s fatalities.
Last Edit: August 01, 2023, 11:38:42 pm by Miru962
Re: Optional Animation Standards
#142  March 05, 2024, 02:14:25 am
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Gearing up to release my MK2 Cage, I noticed the existing Mortal Kombat standards are both incomplete, and a little inflexible. I made this system using anims 57600-57699 for special move reactions, 57700-57799 for MK2 Fatality Reactions, 57800-57899 for MK3 Fatality Reactions and 57900-57999 for other assorted reactions. I know that sounds like a lot but these games have a TON of custom anims. Afaik these anim numbers aren't used for anything else.

These are the ones Cage actually uses:
Spoiler, click to toggle visibilty

These are anims used by other MK characters for their fatalities and special moves. Cage doesn't actually use these so I'm just proposing some standards here:
Spoiler, click to toggle visibilty

In addition, Cage also uses:

5180 = Stumble backwards. One of the lists on the 1st page says 5180 is the number to use for this but doesn't provide any specific examples. Is this widespread enough that characters won't be using it for anything else?

Didn't Juano16 and Mike Obrecht already have animation numbers for these? I shared a download file for Juano16's fatality compatibility numbers and Mike Obrecht's MK characters have a readme with the animation numbers for his MK fatalities.
Re: Optional Animation Standards
#143  March 10, 2024, 02:06:51 pm
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Didn't Juano16 and Mike Obrecht already have animation numbers for these? I shared a download file for Juano16's fatality compatibility numbers and Mike Obrecht's MK characters have a readme with the animation numbers for his MK fatalities.

Could you send that file my way? I haven't been able to find much on Juano16's standards. I already added some support for Obrecht's ones for the next update (Cage will check for them if there's no 57700 ones). I made these new standards to be both more flexible and more accurate to the source games. A lot of the pre-existing standards combine things that really should be separate anims into one.

About these, with the bisection fatality animations one can use the same standards as Darkstalkers/Clayfighter with Bishamon by B-Kun for more compatibility with other characters and to keep the animation list short. The decapitation standards are pretty valid though, as is the torso held as trophy standard. I’ve also started to wonder if SamSho standards exist for the fatalities from those games?

Also you can use MKT sprites for 7696 (shocked), as well as Survival Arts having sprites for 88500 (Burning) for digitized characters like Cage there.

About the normal/special reactions, those are pretty valid, but MK also has a sweep/trip standard also used in SF2. The fatalities a bit less so,  one can use 7780 (the Sangue=Passare standard) for Kitana and Shang’s fatalities.

Yeah you could probably make do with darkstalkers anims for the bisection, and I've already coded some support for it for the next update similar to Obrecht's. Sangue=Passare would look weird for the Kitana/Shang ones, and might not work very well depending on how the anims are set up. If the focus is on keeping the list short, 57800-57822 (the mk3 paperdolls) could be combined into the MK2 anims somehow (does anyone like the MK3 fatalities anyways?). I haven't meticulously gone through every single fatality in the games, so a lot of the ones Cage doesn't use were guesses as to how they would actually work in MUGEN; probably some of them could be combined or split. What is the SF2 sweep standard?



Last Edit: March 10, 2024, 02:21:34 pm by SaltAddict
Re: Optional Animation Standards
#144  March 29, 2024, 04:05:30 am
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Didn't Juano16 and Mike Obrecht already have animation numbers for these? I shared a download file for Juano16's fatality compatibility numbers and Mike Obrecht's MK characters have a readme with the animation numbers for his MK fatalities.

Could you send that file my way? I haven't been able to find much on Juano16's standards. I already added some support for Obrecht's ones for the next update (Cage will check for them if there's no 57700 ones). I made these new standards to be both more flexible and more accurate to the source games. A lot of the pre-existing standards combine things that really should be separate anims into one.

About these, with the bisection fatality animations one can use the same standards as Darkstalkers/Clayfighter with Bishamon by B-Kun for more compatibility with other characters and to keep the animation list short. The decapitation standards are pretty valid though, as is the torso held as trophy standard. I’ve also started to wonder if SamSho standards exist for the fatalities from those games?

Also you can use MKT sprites for 7696 (shocked), as well as Survival Arts having sprites for 88500 (Burning) for digitized characters like Cage there.

About the normal/special reactions, those are pretty valid, but MK also has a sweep/trip standard also used in SF2. The fatalities a bit less so,  one can use 7780 (the Sangue=Passare standard) for Kitana and Shang’s fatalities.

Yeah you could probably make do with darkstalkers anims for the bisection, and I've already coded some support for it for the next update similar to Obrecht's. Sangue=Passare would look weird for the Kitana/Shang ones, and might not work very well depending on how the anims are set up. If the focus is on keeping the list short, 57800-57822 (the mk3 paperdolls) could be combined into the MK2 anims somehow (does anyone like the MK3 fatalities anyways?). I haven't meticulously gone through every single fatality in the games, so a lot of the ones Cage doesn't use were guesses as to how they would actually work in MUGEN; probably some of them could be combined or split. What is the SF2 sweep standard?





Juano16's animation standards used by various characters:
Decapitated Body: 9108112 (First frame must have a tick of 60 or -1)
Decapitated Head:
          -Head in Air: 912320
          -Head on Floor: 912321 (Last frame must have a tick of -1)
          -Head Hold(Sub Zero's Trophy Head Fatality): 9108113 (This haves 11 frames and the required ticks per frame goes by this: 7, 7, 7, 39, 10, 1, 1, 1, 17, 18, -1.)
      -Alternatively, you can also use the decapitation animation and coding for The Black Heart characters.
Torso Slash:
          -Lower Body Cut: 9108091
          -Upper Body in air: 9108092 (Usually 4 frames like this: 20, 5, 5, -1
          -Upper Body on Floor: 9108093 (Last frame must have a tick of -1.)
Inflation (AKA something various Deviantart Users like): 9108094 (4 ticks: 30, 30, 30, -1)
Arm Rip:
          -Body with ripped off arms: 9108095 (5 frames. First frame is the character about to get its arm ripped off. Rest of the frames are the character without their arms. Ticks go by this: 41, 60, 5, 5, -1)
          -Arms ripped off: 9108096
            The arm ripped off contains motion done by animating the position of the arms. This is the exact animation code:

[Begin Action 9108096]
6000,88, -50,-45, 9
6000,90, -10,-50, 2
6000,90, 10,-45, 2
6000,90, 20,-40, 2
6000,90, 30,-35, 2
6000,90, 40,-30, 2
6000,90, 50,-25, 2
6000,90, 60,-20, 2
6000,90, 70,-15, 2
6000,90, 80,-10, 2
6000,92, 90,-5, -1

Deep Freeze
           -Getting Frozen: 9108097 (2 frames, both frames must have hitboxes on them. Each frame haves a tick of 3.
           -Frozen: 9108098 (Must have a tick of -1 and have a hitbox.
           -Shattered: 9108099
Pit Stage Fatality
            -Falling: 9108101
            -Splat: 9108102 (Must have a tick of -1)
Babality (Character turns into a baby version of themself): 9108104
Scared (Used in Scorpion's Hell Hand Fatality and Subway Stage Fatality): 9108106
Fits into bell tower: 9108107
Vertical cut (Character sliced vertically, falls and splits in half): 9108108
Staff Impale:  9108111
Heart Ripped (Currently not used as far as I know but is there if you want it): 9108110
Head Inflation: 9108116
Eaten by Millena: 9108117
Deep Freeze Tipped Over: 9108118 (6 frames with frame 1 having 60 ticks, frame 6 having a tick of -1, and the other frames having 5 ticks)
Alternate Toasty Animation: 9108120

Animation to identify a character as female (Used for "Finish Her" instead of "Finish Him" and disabling Johnny Cage's ball breaker move): 9108119
Speaking of Johnny Cage's Ball breaker move, animation for when a character gets hit in the balls (I believe there's a Bevus or Butthead that also uses this animation): 9108100 (Hitboxes needed)
Pulled by Harpoon (Scorpion's "Get Over Here!"): 9108103 (Hitboxes needed)
Slipping (Used by Sub Zero's ice puddle, Scorpion's Torso Slice, and DGKirby's fatalities: 9108109 (Hitboxes needed)