When I made a move that ended outside, the secret seemed to be to make sure that last frame is +82 FZ to keep it from warping at the end. They end up way below their shadow in Movecraft, but it looks right in a match. The +82 may or may not be the exact number depending on where they end up, but it seemed to work for me.
FZ did nothing for me, but +60 RY did. Weird. And while it offset the downward warp, it also made them warp upward for a split second. I'd post a gif of it, but it doesn't show up in it. Noticeable in gameplay, though
I was using MX/MY to realign dudes with their shadows, then switched to FX/FZ at some point and tried to apply that retroactively, so I wonder if that's what janked it all up
I think I'm just scrap and rebuild it entirely, make sure to only use FX/FZ for that if possible, and see what happens
Been having issues with Dives lately, so maybe this will also help me troubleshoot those.
For *whatever* reason, my Phoenix Dragonrana will overshoot or undershoot despite connecting in the Move-Set creation menu.
The Upwards angles of the Diving Double Knee Attack Springboard Attacks also teleport the attacker.
The animations are the easy part. Getting them to connect is the hard part.
I don't know anything about diving moves yet so this might be the most unhelpful post possible, but maybe something to do with the H column or coordinate correction?
I think it may also have to do with the distances that certain fighting styles have when it comes to jump range.
I'm not sure if the Move Craft dummies are using any specific fighting style.
It seems like Lucha/Junior/Panther overshoot and everything else with average range either connects or undershoots - with the moves I'm working on.
I do know that the specific edit with the Phoenix Dragonrana can connect with it when the opponent is nearly dead-center in the middle of the ring. I kind of want to change that.
I'll have to take a look at it all again soon.
Last Edit: Oct 9, 2020 12:47:09 GMT by Dawnbr3ak3r
Dragons, Emus, and Wolves are all hearing impaired. Sounds about right.
So I rebuilt the move from the ground up and was still having the exact same problem, so I went back and looked at the last frame of the hanging figure 4 necklock:
After especially noticing the shadow placement this time, I concluded that maybe shadows in movecraft are statically at ring height, and that if a dude's supposed to be outside, he should be through or below it. So I went back and re-edited my RYs and FZs to make that so:
When? If you mean when he rolls out, he does have his leg up at a right angle (pointing at the viewer) Should probably add another frame before or after, though
Been having issues with Dives lately, so maybe this will also help me troubleshoot those.
For *whatever* reason, my Phoenix Dragonrana will overshoot or undershoot despite connecting in the Move-Set creation menu.
The Upwards angles of the Diving Double Knee Attack Springboard Attacks also teleport the attacker.
The animations are the easy part. Getting them to connect is the hard part.
Count how many total frames are in the "airborne" phase of the move and make sure it's the same as the air time in the status menu. If they don't match up, you'll get inconsistent hits and misses. It sounds like that could be it. I've had that be the problem before.
You could make it so the defender stays in the ring after the move and not roll to the ground.
I thought about that, but I'd have to hand-animate a crawling backwards animation 'cause otherwise he'd warp backward no matter what, and I didn't want to do that
iono, I might revisit it sometime and try for a different ending, we'll see
You could make it so the defender stays in the ring after the move and not roll to the ground.
I thought about that, but I'd have to hand-animate a crawling backwards animation 'cause otherwise he'd warp backward no matter what, and I didn't want to do that
iono, I might revisit it sometime and try for a different ending, we'll see
Been having issues with Dives lately, so maybe this will also help me troubleshoot those.
For *whatever* reason, my Phoenix Dragonrana will overshoot or undershoot despite connecting in the Move-Set creation menu.
The Upwards angles of the Diving Double Knee Attack Springboard Attacks also teleport the attacker.
The animations are the easy part. Getting them to connect is the hard part.
Count how many total frames are in the "airborne" phase of the move and make sure it's the same as the air time in the status menu. If they don't match up, you'll get inconsistent hits and misses. It sounds like that could be it. I've had that be the problem before.
I'm not sure if this is the same thing or not, but this is what I see on the Facing Up angles - At least for this particular move. If that's what that means, then it'll perhaps fix it. I'll have to take a look at it later, to be sure.
The opponent moves in this clip, but whatever is going on here, also happened multiple times when they were dazed. The attacker never leaves the ring, or rather, the animation triggers, but it glitches out.
Last Edit: Oct 10, 2020 13:33:48 GMT by Dawnbr3ak3r
Dragons, Emus, and Wolves are all hearing impaired. Sounds about right.
Figured it out after four hours of trying to fix it and seemingly nothing was working. It turns out I had the "Never Ring Out" toggle set to the Airborne Frames instead of the Anticipation Frames on the Upwards facing angles.
Me, now, having figured it out finally:
Dragons, Emus, and Wolves are all hearing impaired. Sounds about right.