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Optional Animation Standards

Started by Jmorphman, February 16, 2012, 03:40:11 AM

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TrinitroRoy

#80
Quote from: Jmorphman on May 04, 2014, 08:34:32 PM
Checking the thread is usually helpful.
So it really was KoopaKoot, who did that Blue Mary...when did he release her?
Also, I had no idea, how I could have skipped that post... -_-

EDIT: Okay, I checked if anim numbers 5310&5311 are taken. Thankfully, they're not.
So I would like to use that as alternate anim numbers for the Touhou Spin Hit State, until the dilemma with anim number 5975 is solved somehow...
Are you okay with that, Jmorphman?
===My discord servers===
Unlimited Force HQ: https://discord.gg/hnyK7JZ
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Touhou database (by Ryouchi):
http://mugenfreeforall.com/index.php?/topic/8257-touhou-project/
Quote from: bitter nothings on April 30, 2010, 09:35:51 PM
you are all small and can't grow manly sideburns

Dcat

Hey I didn't see any MY TOE! implementation on that first page

Quote from: Dcat on November 14, 2012, 04:59:06 AM
Shredder Custom State Compatibility Info


                                                                                                               



MY TOES! Custom Character Animation (anim 5886)
Custom Animation


  ---------------------------------------


This is the hopping on one foot animation from the classic TMNT videogames. The animation consists of three frames with the character clutching their hurt foot, the sprites are aligned so that the third is higher than the previous two to simulate hopping. Animation timing is 5 ticks, 5 ticks, 10 ticks respectively. There's no CLSN needed on this animation.

This custom animation is used when hit by Super Shredder's Flame attack.  If your character lacks anim 5886 they will be transferred to the custom burned hit state and Shredder will use their custom burned animation (anim 7697 or anim 9015)  if it is available. If the character lacks anim 7697 and anim 9015, another animation made with universal gethit frames will be used instead.

                                                                                                               

Odb718

#82
So I was editing some of my characters to add a few more compatable animations and thought, Why dont I add in all their traits using the 8055*** states?
But the list wasn't very easy to transfer over into the air file... 

This is all of the traits so you can copy and paste them into the air easy.
Spoiler (click to show)




;Gender

;Male
[begin action 8055001]
-1,0, 0,0, -1
;Female
[begin action 8055002]
-1,0, 0,0, -1
;Neither
[begin action 8055003]
-1,0, 0,0, -1



;Age

;Baby
[begin action 8055010]
-1,0, 0,0, -1
;Child
[begin action 8055011]
-1,0, 0,0, -1
;Teenager
[begin action 8055012]
-1,0, 0,0, -1
;Young Adult
[begin action 8055013]
-1,0, 0,0, -1
;Middle Aged
[begin action 8055014]
-1,0, 0,0, -1
;Old
[begin action 8055015]
-1,0, 0,0, -1
;Ancient
[begin action 8055016]
-1,0, 0,0, -1
;Timeless
[begin action 8055017]
-1,0, 0,0, -1



;Type

;Human
[begin action 8055020]
-1,0, 0,0, -1
;Robot
[begin action 8055021]
-1,0, 0,0, -1
;Animal
[begin action 8055022]
-1,0, 0,0, -1
;Monster
[begin action 8055023]
-1,0, 0,0, -1
;Ghost
[begin action 8055024]
-1,0, 0,0, -1
;Mech
[begin action 8055025]
-1,0, 0,0, -1
;Mythological Creature
[begin action 8055026]
-1,0, 0,0, -1
;Alien
[begin action 8055027]
-1,0, 0,0, -1
;God
[begin action 8055028]
-1,0, 0,0, -1
;Object
[begin action 8055029]
-1,0, 0,0, -1


;Blood Color

;Red
[begin action 8055030]
-1,0, 0,0, -1
;Green
[begin action 8055031]
-1,0, 0,0, -1
;Blue
[begin action 8055032]
-1,0, 0,0, -1
;Yellow
[begin action 8055033]
-1,0, 0,0, -1
;Purple
[begin action 8055034]
-1,0, 0,0, -1
;Orange
[begin action 8055035]
-1,0, 0,0, -1
;Black
[begin action 8055036]
-1,0, 0,0, -1
;White
[begin action 8055037]
-1,0, 0,0, -1
;Grey
[begin action 8055038]
-1,0, 0,0, -1
;Does not bleed
[begin action 8055039]
-1,0, 0,0, -1



;Armor Type

;None
[begin action 8055040]
-1,0, 0,0, -1
;Metal
[begin action 8055041]
-1,0, 0,0, -1
;Stone
[begin action 8055042]
-1,0, 0,0, -1
;Wood
[begin action 8055043]
-1,0, 0,0, -1
;Flame
[begin action 8055044]
-1,0, 0,0, -1
;Ice
[begin action 8055045]
-1,0, 0,0, -1
;Force
[begin action 8055046]
-1,0, 0,0, -1



;Blocking Armor Type

;None
[begin action 8055047]
-1,0, 0,0, -1
;Metal
[begin action 8055048]
-1,0, 0,0, -1
;Stone
[begin action 8055049]
-1,0, 0,0, -1
;Wood
[begin action 8055050]
-1,0, 0,0, -1
;Flame
[begin action 8055051]
-1,0, 0,0, -1
;Ice
[begin action 8055052]
-1,0, 0,0, -1
;Force
[begin action 8055053]
-1,0, 0,0, -1



;Weapon

;Unarmed
[begin action 8055054]
-1,0, 0,0, -1
;Bladed
[begin action 8055055]
-1,0, 0,0, -1
;Piercing
[begin action 8055056]
-1,0, 0,0, -1
;Blunt
[begin action 8055057]
-1,0, 0,0, -1
;Magic
[begin action 8055058]
-1,0, 0,0, -1
;Projectile (guns, etc)
[begin action 8055059]
-1,0, 0,0, -1



;Attractiveness

;God Awful
[begin action 8055060]
-1,0, 0,0, -1
;Ugly
[begin action 8055061]
-1,0, 0,0, -1
;Average
[begin action 8055062]
-1,0, 0,0, -1
;Hot
[begin action 8055063]
-1,0, 0,0, -1
;Cute/Dead Sexy
[begin action 8055064]
-1,0, 0,0, -1



;Coolness

;Really Dorky
[begin action 8055065]
-1,0, 0,0, -1
;A Little Dorky
[begin action 8055066]
-1,0, 0,0, -1
;Normal
[begin action 8055067]
-1,0, 0,0, -1
;Cool
[begin action 8055068]
-1,0, 0,0, -1
;Very Cool
[begin action 8055069]
-1,0, 0,0, -1



;Morality

;Evil
[begin action 8055070]
-1,0, 0,0, -1
;Mean
[begin action 8055071]
-1,0, 0,0, -1
;Neutral
[begin action 8055072]
-1,0, 0,0, -1
;Good Natured
[begin action 8055073]
-1,0, 0,0, -1
;Absolutely Moral
[begin action 8055074]
-1,0, 0,0, -1



;Intelligence

;No Cognition
[begin action 8055080]
-1,0, 0,0, -1
;Stupid
[begin action 8055081]
-1,0, 0,0, -1
;Average
[begin action 8055082]
-1,0, 0,0, -1
;Smart
[begin action 8055083]
-1,0, 0,0, -1
;Genius
[begin action 8055084]
-1,0, 0,0, -1
;Winane
[begin action 8055085]
-1,0, 0,0, -1



;Artificial Intelligence

;Is a Joke
[begin action 8055090]
-1,0, 0,0, -1
;Easy to Beat
[begin action 8055091]
-1,0, 0,0, -1
;Average
[begin action 8055092]
-1,0, 0,0, -1
;Difficult to beat
[begin action 8055093]
-1,0, 0,0, -1
;Boss
[begin action 8055094]
-1,0, 0,0, -1
;Uber Cheap
[begin action 8055095]
-1,0, 0,0, -1



;Height

;Tiny
[begin action 8055100]
-1,0, 0,0, -1
;Midget
[begin action 8055101]
-1,0, 0,0, -1
;Short
[begin action 8055102]
-1,0, 0,0, -1
;Average Height
[begin action 8055103]
-1,0, 0,0, -1
;Tall
[begin action 8055104]
-1,0, 0,0, -1
;Towering
[begin action 8055105]
-1,0, 0,0, -1



;Physical Build

;Ghastly Thin
[begin action 8055110]
-1,0, 0,0, -1
;Slender
[begin action 8055111]
-1,0, 0,0, -1
;Average
[begin action 8055112]
-1,0, 0,0, -1
;Buff
[begin action 8055113]
-1,0, 0,0, -1
;Massive
[begin action 8055114]
-1,0, 0,0, -1
;Chubby
[begin action 8055115]
-1,0, 0,0, -1
;Fat
[begin action 8055116]
-1,0, 0,0, -1



;Fighting Styles

;Aikido
[begin action 8055120]
-1,0, 0,0, -1
;Boxing
[begin action 8055121]
-1,0, 0,0, -1
;Capoeira
[begin action 8055122]
-1,0, 0,0, -1
;Choy Li Fut
[begin action 8055123]
-1,0, 0,0, -1
;Dim Mak
[begin action 8055124]
-1,0, 0,0, -1
;Gojukai Karate
[begin action 8055125]
-1,0, 0,0, -1
;Goju Ryu Karate
[begin action 8055126]
-1,0, 0,0, -1
;Hapkido
[begin action 8055127]
-1,0, 0,0, -1
;Hsing
[begin action 8055128]
-1,0, 0,0, -1
;Iaido
[begin action 8055129]
-1,0, 0,0, -1
;Jeet Kune Do
[begin action 8055130]
-1,0, 0,0, -1
;Judo
[begin action 8055131]
-1,0, 0,0, -1
;Jujutsu
[begin action 8055132]
-1,0, 0,0, -1
;Ju Jitsu
[begin action 8055133]
-1,0, 0,0, -1
;Kali
[begin action 8055134]
-1,0, 0,0, -1
;Karate
[begin action 8055135]
-1,0, 0,0, -1
;Kendo
[begin action 8055136]
-1,0, 0,0, -1
;Kenpo Karate
[begin action 8055137]
-1,0, 0,0, -1
;Kickboxing
[begin action 8055138]
-1,0, 0,0, -1
;Krav Maga
[begin action 8055139]
-1,0, 0,0, -1
;Kung Fu
[begin action 8055140]
-1,0, 0,0, -1
;Kyokushinkai
[begin action 8055141]
-1,0, 0,0, -1
;Muay Thai
[begin action 8055142]
-1,0, 0,0, -1
;Ninjutsu
[begin action 8055143]
-1,0, 0,0, -1
;Pentjak Silat
[begin action 8055144]
-1,0, 0,0, -1
;Pa Kua
[begin action 8055145]
-1,0, 0,0, -1
;Sambo
[begin action 8055146]
-1,0, 0,0, -1
;Savate
[begin action 8055147]
-1,0, 0,0, -1
;Shito Ryu Karate
[begin action 8055148]
-1,0, 0,0, -1
;Shorin Ryu
[begin action 8055149]
-1,0, 0,0, -1
;Shorinji Kempo
[begin action 8055150]
-1,0, 0,0, -1
;Shotokan Karate
[begin action 8055151]
-1,0, 0,0, -1
;Shukokai
[begin action 8055152]
-1,0, 0,0, -1
;Sumo
[begin action 8055153]
-1,0, 0,0, -1
;Taekwondo
[begin action 8055154]
-1,0, 0,0, -1
;Tai Chi Chuan
[begin action 8055155]
-1,0, 0,0, -1
;Tang Soo Do
[begin action 8055156]
-1,0, 0,0, -1
;Uechi Ryu
[begin action 8055157]
-1,0, 0,0, -1
;Wado Ryu Karate
[begin action 8055158]
-1,0, 0,0, -1
;Wing Chun Kung Fu
[begin action 8055159]
-1,0, 0,0, -1
;Yoseikan
[begin action 8055160]
-1,0, 0,0, -1
;Ansatsukan
[begin action 8055161]
-1,0, 0,0, -1
;Wrestling
[begin action 8055162]
-1,0, 0,0, -1
;Drunken Boxing
[begin action 8055163]
-1,0, 0,0, -1
;Ankoku Karate
[begin action 8055164]
-1,0, 0,0, -1
;Koppo
[begin action 8055165]
-1,0, 0,0, -1
;KOBUJUTSU
[begin action 8055166]
-1,0, 0,0, -1
;SELF-TAUGHT FIGHTING
[begin action 8055167]
-1,0, 0,0, -1
;WU SHU
[begin action 8055168]
-1,0, 0,0, -1
;Unknown fighting style
[begin action 8055169]
-1,0, 0,0, -1
;KITANTAN-RYUU
[begin action 8055170]
-1,0, 0,0, -1
;DAINANRYU-AIKI JUUJUTSU
[begin action 8055171]
-1,0, 0,0, -1
;Kenka Sappou
[begin action 8055172]
-1,0, 0,0, -1
;Hizoku
[begin action 8055173]
-1,0, 0,0, -1
;Vale Tudo
[begin action 8055174]
-1,0, 0,0, -1
;Saikyo-ryuu
[begin action 8055175]
-1,0, 0,0, -1
;Bushin-ryuu
[begin action 8055176]
-1,0, 0,0, -1



;Blood Types

;A
[begin action 8055190]
-1,0, 0,0, -1
;B
[begin action 8055191]
-1,0, 0,0, -1
;O
[begin action 8055192]
-1,0, 0,0, -1
;+
[begin action 8055193]
-1,0, 0,0, -1
;-
[begin action 8055194]
-1,0, 0,0, -1



;Race

;White
[begin action 8055200]
-1,0, 0,0, -1
;African
[begin action 8055201]
-1,0, 0,0, -1
;Chinese
[begin action 8055202]
-1,0, 0,0, -1
;American Indian
[begin action 8055203]
-1,0, 0,0, -1
;Japanese
[begin action 8055204]
-1,0, 0,0, -1
;Filipino
[begin action 8055205]
-1,0, 0,0, -1
;Indian
[begin action 8055206]
-1,0, 0,0, -1
;Korean
[begin action 8055207]
-1,0, 0,0, -1
;Hawaiian
[begin action 8055208]
-1,0, 0,0, -1
;Vietnamese
[begin action 8055209]
-1,0, 0,0, -1
;Guamanian
[begin action 8055210]
-1,0, 0,0, -1
;Samoan
[begin action 8055211]
-1,0, 0,0, -1
;Latino
[begin action 8055212]
-1,0, 0,0, -1

@[user id=20363]Jmorphman[/user]: Feel free to update your first thread with this so more people can use it.


----
I do have to say it kinda sucks Yoga isnt listed as a fighting style. Dhalsim would disagree.
vVv Gouken718 vVv SabreTooth718 vVv


Jango

Well there's 14 more slots available before you hit blood types, so maybe you can set the number ;)

Odb718

heh, I was thinking Saiyan should be a race too.
I'm not sure who or what would actually use this info, so I dont think it's a big deal.

But I'd probably go with 178 since it's close to 718...
Right now I'm using the self-taught as a stand in
vVv Gouken718 vVv SabreTooth718 vVv


Jmorphman

Quote from: Odb718 on March 25, 2015, 09:46:06 AM
@[user id=20363]Jmorphman[/user]: Feel free to update your first thread with this so more people can use it.
done

Duos.act

Do Venom and Johnny by Muteki use sprites from their own AIR or the opponent's for their IKs?  I know some versions of DIO include the opponent's portraits in their own SFF for his blood drain super.

Xenomic

Quote from: Duos on March 26, 2015, 01:54:18 AM
Do Venom and Johnny by Muteki use sprites from their own AIR or the opponent's for their IKs?  I know some versions of DIO include the opponent's portraits in their own SFF for his blood drain super.

I don't know about Venom, but I know Johnny's doesn't. Yu-Toharu's Ange and Hatsune Miku are good sources to look at for optional animations (I know both have Johnny's Joker animation in them, and I'm sure they have various other stuff in them too). So if you're ever looking for characters with animations and not sure about it, check his characters (on each page at the very bottom marks which of his characters has the animations if they do).

Jesuszilla

#88
Anim: 9545
Name: Cat Ride
Origin: Vampire Savior
Description: Special animation that plays whenever the opponent is hit by Cat Ride. It's typically a cute, single frame animation like so:


How to implement:

1. Add animation 9545
2. Insert this in state -2. It safely uses sysvar(0), so you don't (and shouldn't) sacrifice a variable for it.

[State -2, Cat Ride Pos]
type = VarSet
trigger1 = Enemy, Name = "Felicia_LG"
trigger1 = StateNo != 132 && StateNo != 155 ; Air guard
trigger1 = StateNo != [5000,5999]           ; Gethits
sysvar(0) = ([insert pos x here] & 65535) | ([insert pos y here] * 65536)


This is the spot Felicia will bind to. Your pos x and pos y can be anywhere in the range from [-32768,32767] and is relative to your character's axis. Think of it the same way as if you were spawning an explod with postype = p1. :)

Because she'll always check for a spot to bind to, if you're clever, you can even have your character do something like this!
http://www.trinitymugen.net/~Creator/Jesuszilla/catride_demo.webm

Spoiler: How it works + Code for above demo (advanced) (click to show)

Because sysvar(0) is typically only used in gethits, and is set in a state at a certain time, I decided it could be safely used without interfering with the common states. That's what the safeguards in the triggerall are there for. It works splits up the standard 32-bit signed integer that MUGEN uses into two 16-bit signed int values: one for Pos X, one for Pos Y. That's plenty of room for a position relative to your axis.

To do something like the above demo, you can do this. Note: the variable should be set 1 tick sooner than the animation timings.

In this example, the animation is 5 elems, each 4 ticks long, so you would set it at AnimElemTime = 3 in the previous animelem rather than AnimElemTime = 0.

[State -2, Cat Ride Pos]
type = VarSet
trigger1 = Anim != 9545
trigger1 = Enemy, Name = "Felicia_LG"
trigger1 = StateNo != 132 && StateNo != 155 ; Air guard
trigger1 = StateNo != [5000,5999]           ; Gethits
trigger2 = Anim = 9545 && AnimElemTime(5) = 3
sysvar(0) = (14 & 65535) | (-100 * 65536)

[State -2, Cat Ride Pos]
type = VarSet
triggerall = MoveType = H
trigger1 = Anim = 9545 && AnimElemTime(1) = 3
sysvar(0) = (15 & 65535) | (-99 * 65536)

[State -2, Cat Ride Pos]
type = VarSet
triggerall = MoveType = H
trigger1 = Anim = 9545 && AnimElemTime(2) = 3
sysvar(0) = (17 & 65535) | (-97 * 65536)

[State -2, Cat Ride Pos]
type = VarSet
triggerall = MoveType = H
trigger1 = Anim = 9545 && AnimElemTime(3) = 3
sysvar(0) = (17 & 65535) | (-95 * 65536)

[State -2, Cat Ride Pos]
type = VarSet
triggerall = MoveType = H
trigger1 = Anim = 9545 && AnimElemTime(4) = 3
sysvar(0) = (15 & 65535) | (-99 * 65536)


Xenomic

Oh man, you actually got that to work? Should let Yu-Toharu know so that he adds that to his site heh (don't think he even has it listed).

Jesuszilla

The best way it works is if the character has Vans's buffering system. Otherwise I have to tediously add a ton of cases, mostly just because of differing KOF standards, and it's annoying. Not difficult, but extremely annoying. It defaults to setting them back to idle if none of the cases fall through.

Jango

Quick question: Seeing as there's an existing anim standard for the head ride, wouldn't it be easier to just use that anim so that characters that use the old status will be compatible from the getgo? I mean, as far as I can tell, the .air entries themselves seem to be identical, and it seems a bit wasteful to have two anims that are the exact same thing.

Jesuszilla

Had no idea that even existed! Though 9545 sounds familiar, are we sure nothing else overlaps with that? Either way, updated the post. Don't want any duplicates, so thanks for the notification.

Odb718

Has anyone ever made a compilation of the standard 9000s?
Like 9000,0 should be 25x
9000,1 120x140,
then there's 9000,5
9000,55
for custom screen packs.
vVv Gouken718 vVv SabreTooth718 vVv


Jesuszilla

That would be a handy bit of information to know, as well.


I know 9000,11 is KOFXI, Vans's lifebars.

Odb718

Back yet again..
I'm putting together my Roberto and I have his RS:PJ sprites I've ripped. I have a lie-down to Z axis roll get up animation. Was wondering if there was a standard for that. I check http://elecbyte.com/wiki/index.php/AIR and see "5121 opt Get up from LieDown" & "5122 opt Get up from LieDown". I was just wondering what the heck they're supposed to look like.
The image in http://elecbyte.com/wiki/index.php/Sprite_Standard doesnt show what I need.

Should the Z Axis roll to get up even go in the 5000/6000 neighborhood? 
Is there another KFM/Any character sprite sheet showing those optional animations?
vVv Gouken718 vVv SabreTooth718 vVv


The 100 Mega Shock!

#96
the 5XX1 anims are used for gethits where the hitdef has an animtype of Up, and usually show the character hitting the ground face-down and lying on their front. Everyone in KOF has sprites for lying face-down and moves like Kyo's R.E.D Kick or Ryo's QCF+D cause this animation. A lot of MUGEN conversions give dp moves this animtype as well.

5XX2 are for Diagup animtypes, and often go into a spinning fall animation like in SF3 or the spinning gethit from KOF, e.g. EX hurricane kick or Kyo's 125 shiki. It's usually just a special 5050 animation that uses the same gethits as the other two fall types otherwise.

_raddical__

What no "Frozen" animation standard?
I'm new don't crucify me.
FRIGGIN 'STRALIA M8, COME AT ME YOU FERAL.

Jango

No, because whenever it happens in a commercial game it's either done with PalFX or with a generic sprite block of ice or something, both of which can be done entirely on the attacking character's side in MUGEN.

Xenomic

What? Jango, there totally is a standard for Frozen.

http://shakesdream.web.fc2.com/SpecialStatus_003_hyouketsu.html

7698 is the standard for it normally, but can also show up as 7990 and 7991 for air, as well as 9016 for ground alt.