ModifyExplod issues!

Started by Ray_RM, January 07, 2017, 07:49:55 PM

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Ray_RM

Hey guys, I'm getting problems with the explod that I need to change the position in every tick of animation!

This is the Explod

[State 0, Explod];rasenan ball
type = Explod
trigger1 = AnimElem = 1
anim = 1006
ID = 1006
Space = Stage
pos = -10.6,-28.6
facing = Facing
Vfacing = -1
BindID = ID
bindtime = -1
removetime = -1
scale = 0.123,0.123
sprpriority = 1
ontop = 1
ownpal = 1
removeongethit = 1
persistent = 1
supermovetime = 60
pausemovetime = 60


and this is the ModifyExplod.

[State 0, Explod];rasengan ball position changed
type = ModifyExplod
trigger1 = AnimElem = 2
anim = 1006
ID = 1006
Space = Stage
pos = -9.3,-29.3
facing = Facing
Vfacing = -1
BindID = ID
bindtime = -1
removetime = -1
scale = 0.123,0.123
sprpriority = 1
ontop = 1
ownpal = 1
removeongethit = 1
persistent = 1
supermovetime = 60
pausemovetime = 60


Please, is something wrong?

Odb718

Quote from: Ray_RM on January 07, 2017, 07:49:55 PMHey guys, I'm getting problems with the explod that I need to change the position in every tick of animation!

[State 0, Explod];rasengan ball position changed
type = ModifyExplod
trigger1 = AnimElem = 2


Please, is something wrong?
AnimElem = 2 isn't every tick of the animation. You'd want
trigger1 = 1

If you need it to work every tic of the animation AT animelem = 2, read this
http://mugenguild.com/forum/msg.2160725

Please describe the problem a little better.
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Ray_RM

Sorry, I think I didn't describe it well!
I'm doing a Rasengan for Naruto, then I have a StateDef with a animation with him running with Rasengan in his hand!
The animation has 6 frames and in this 6 frames the position of the hand changes in every frame, 'cause of this I'm trying to use one explod in the first frame and the ModifyExplod to the others frames. I thought I should use it changing with AnimElem but isn't working. I hope now I've described this right.

Odb718

#3
One thing you might want to try is to use Fighter Factory 3.
Open it up and find Naruto's animation. Then go into the sprite and press Onion Skin.
Then go back to Animations and find the Rasengan's animation. Place the first frame on Naruto's hand.
If Naruto's animations are in order, you should be able to go back into sprites, and press the right arrow on onion skin. If it works, you'll see Naruto's next frame.
Once the second frame of Naruto's move is in Onion Skin, Go back into Animations, and Place the Rasengan's 2nd sprite on Naruto's hand.
Keep doing this process until all 6 frames are where they should be.

In your statedef, you should be able to lock the explod to P1 and have the animation play exactly where it needs to.
Sometimes you need to use velocities or whatever, but I dont think you will for this.


----
It'll look something like this in each frame

Naruto will be dark, and your Rasengan will be normal.
When I made this effect for Ibuki, I used the Addition in the Animation so I could see thru the FX to line it up perfect with the hand in the first frame. Once it was good, I turned off the addition so it was normal.
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altoiddealer

^ What ODB said, then in the Explod:

bindtime = -1


Ray_RM

#5
QuoteOne thing you might want to try is to use Fighter Factory 3.
Open it up and find Naruto's animation. Then go into the sprite and press Onion Skin.
Then go back to Animations and find the Rasengan's animation. Place the first frame on Naruto's hand.
If Naruto's animations are in order, you should be able to go back into sprites, and press the right arrow on onion skin. If it works, you'll see Naruto's next frame.
Once the second frame of Naruto's move is in Onion Skin, Go back into Animations, and Place the Rasengan's 2nd sprite on Naruto's hand.
Keep doing this process until all 6 frames are where they should be.
ODB I think this will not work with my char 'cause I the rasengan ball is an animation with more frames than Naruto running. I recorded a vídeo to show you what is happening. Look below:
[video]https://www.youtube.com/embed/BXA7QKAnbRY[/video]
As you can see at the vídeo, the rasengan ball's animation is more bigger.
I tried to do it with a Helper and in the Helper I used PosSets to change the  positions that I wanted but didn't helped well too as you can see at the vídeo too. In the end of the vídeo you can see the really effect that I'm trying to do.

altoiddealer

Add more frames to the run anim?  You can just dupe anim elems


Odb718

We have
25 frames, 75 tics, at 3 tics each, and
6 frames for 30 tics, at 5 frames each.
With the 3/5 timing there's no way to line up each frame.

SO what you want to do is line up the six frames just like my Ibuki. DO IT. Now you have your numbers/POS locations. you have to divide by your scale. 0.123. I _believe_. I had to do something similar with Samus.
You'd input those locations.

You may need to add
postype = P1
You want it attached to Naruto. (was that your only problem this whole time?)
If you're only moving the sprite thats all you need in the modifyexplod too

[State 0, Explod];rasenan ball
type = Explod
trigger1 = parent,animelemtime(1) >= 0 && parent,animelemtime(2) < 0 ;this is for every tic of anim 1
anim = 1006
ID = 1006
postype = P1
pos = -10.6,-28.6   ;I doubt these are the right numbers.
scale = 0.123,0.123 ;This may be needed

[State 0, Explod];rasenan ball
type = Explod
trigger1 = parent,animelemtime(2) >= 0 && parent,animelemtime(3) < 0 ;this is for every tic of anim 2 Get it??
anim = 1006
ID = 1006
postype = P1
pos = -10.6,-28.6   ;these wont be the same as the first frame
scale = 0.123,0.123 ;This may be needed


Once you have the right numbers in your 6 modifyexplods go back into the animation and switch it so the Rasengan doesn't jump around and it should be perfect.
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altoiddealer

#8
Well, the flame cycles exactly 2.5 times per run loop.

So as an alternative, you could make the flame anim 150 ticks long, and dupe flame frames as necessary to keep it aligned.

Example:
The Run frames 1 and 2 are 3 ticks each.
Dupe flame frame 1. Make 1st 3 ticks, 2nd 2 ticks.
Dupe flame frame 2 (now frame 3). Make 1st 1 tick, 2nd 2 ticks,
etc.


Although yeah, just controlling the position with code is probably better :)


Odb718

I dont see that working out.
If he wanted to make it super simple on himself he could change the timing of the effect to 3 tics each frame and drop one frame of the animation.
Trying to stuff an animation 5 tics long on top of a frame 3 tics wide would get tedious. So much splicing and positioning.
Making the 6 modifies would be the way to go. I mean if you had to adjust 150 frames you could do it... but  :knife:
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altoiddealer

About half that # of frames but still yeah it's a lot


Ray_RM

Hey guys I thank you who tried to help me, I've been busy for a while, I didn't get to fix this problem at my char, I think I will stop doing this, but I thank you for your time! :)

Cyanide

Modifyexplod is an amazingly annoying sctrl. For what you have here, you want to actually specify the bindtime as an integer, not use -1. -1 will prevent the second modify explod from behaving itself in my experience.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.

Ray_RM

Quote from: Cyanide on February 04, 2017, 10:25:23 PM
Modifyexplod is an amazingly annoying sctrl. For what you have here, you want to actually specify the bindtime as an integer, not use -1. -1 will prevent the second modify explod from behaving itself in my experience.

I tried changing blindtime = -1 for 1 but it continues not working. :/ doesn't have another way to change the positions of  explods?

Ricepigeon

Welp, as it turns out, ModifyExplod's pos parameter does absolutely nothing unless you also define the postype parameter. Not sure if this is a bug or if it's intended to work like this, but its still something that should be noted.

Odb718

I did make this note inside Explod
Quote from: altoiddealer on December 14, 2016, 02:12:33 AMHowever you must include the postype and the pos parameters (to activate it in ModifyExplod).
referring to vel =

and then this

ModifyExplod 1.0 and 1.1b
Notes:
The pos and postype parameters must be specified together.

It was kind of painful finding those out.
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