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Post by Dawnbr3ak3r on Nov 19, 2020 23:10:54 GMT
I perused the default forms list and couldn't find them listed myself.
Maybe Geese can help with that though because he has those counter moves he made. Perhaps he used the punch counters as a base.
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Post by markrocker on Nov 20, 2020 3:20:13 GMT
I have been going over each frame, and they are hell of a lot. I got bored. I will resume my quest tomorrow.
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Post by OrochiGeese on Nov 22, 2020 10:18:19 GMT
I perused the default forms list and couldn't find them listed myself. Maybe Geese can help with that though because he has those counter moves he made. Perhaps he used the punch counters as a base. I probably should have, now that you mentioned it! 😁 It would have been a lot easier than creating custom frames like I did. Sorry I couldn't have been of more help though. I'd also like to know that information!
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Post by markrocker on Nov 22, 2020 14:12:11 GMT
Oh well, back to checking frame by frame. Some of them are in no logical order.
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Post by OrochiGeese on Nov 29, 2020 10:49:03 GMT
I felt like making a double team corner move with a pin included: I looked for a corner move that could easily be inserted into an existing double team corner move. So I replaced the Double Team Powerslam with a Tombstone Piledriver. (The GIF cut off the finish graphic. Since the pin is part of the move, it shows up as "Avalanche Tombstone Piledriver) I think it came out pretty smooth. The hardest part was the pin since I had to horizontal flip it 🙄
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Post by Dawnbr3ak3r on Nov 30, 2020 10:02:05 GMT
I replaced the Double Team Powerslam with a Tombstone Piledriver. Looks pretty good! I can use it on Doinkette because her finisher is the Tombstone/Sitout Reverse Piledriver. Everyone should play this song on loop when they're working in Move Craft.
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Post by OrochiGeese on Nov 30, 2020 23:04:59 GMT
I smoothed out the animation a little better last night. I added an extra frame in the throw from the attacker on the ground to the attacker on the post. It looks more natural and less "warpy" now. I'm not 100% happy with the pin placement as the attacker's left hand is a little closer to the head than the default one is. On one hand, that kind of works nicely thematically as the attacker is pushing down on the head after the tombstone piledriver targets it. On the other hand, it looks a little "off" compared to other pins. But I couldn't find a more natural transition in terms of walking from where the attacker lands after the tombstone and to where the opponent is lying. He has to walk and then turn quickly for the pin. The stride of the default frames either overshoots or undershoots the exact placement he needs to be. Re-animating the default frames to have a shorter stride would be a little too time consuming for this. I just noticed the earlier version of the move had the pin too close to the stomach. Maybe this is an improvement?
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Post by Dawnbr3ak3r on Nov 30, 2020 23:26:27 GMT
That looks much better with the pin change. I wasn't sure if the original pin was intentional, so I didn't mention it, but now you don't have to worry about it.
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Post by OrochiGeese on Nov 30, 2020 23:50:26 GMT
That looks much better with the pin change. I wasn't sure if the original pin was intentional, so I didn't mention it, but now you don't have to worry about it. The original pin was intentional only in that I wanted it to pin, LOL 😁 But the placement was definitely really messy. I'm glad that you like the updated version! I think it looks better. And even though I was trying for a positioning closer to the default, I think the placement of one of the attacker's hands on the defender's head makes sense for this move itself. I think it's good to go. I'll post it later tonight! 😎 I'd love to have a consistent system for making the attacker smoothly walk over to pin the defender after the tag move. I'm still struggling a little with those small movements between moves. Whether it be turning around or just taking a few steps. I think it looked pretty smooth here but it took a while. From this point on all of my tag moves will include a pin ...especially default tag moves I'm modifying specifically to include a pin. But if you want a version without the pin, I can easily provide that and post it too 👍
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Post by OrochiGeese on Dec 3, 2020 11:05:27 GMT
So I'm trying to create a C2C move that is essentially a running spinebuster that turns into the top mount. All I did to create it was: 1) For Animation Libraries 5 and 6 ("Grapple: Attacker" and "Grapple: Defender"), I removed the final frames of the C2C running spinebuster and spliced in the "Lift and Drop" frames. I didn't touch any of the other Animation Libraries. They are all still set to the default values, especially the "Action" library with the hit detection. 2) Set the "AS" value of the Animation Library to the same "11" and "6" values as the "Lift and Drop" has. But I'm having a very weird issue. As soon as the spinebuster connects, the attacker and defender both turn around so that they are running in the opposite direction! They turn around well before the frame switch too. I know it is related to the AS values. When I set them back to default for C2C, the spinebuster didn't switch directions. However, without the AS values, I don't think you can have the move end in the top mount position. I'm not sure if this gives any indication of what the problem is. Frame 10 is where the "Lift and Drop" frames start.
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Post by OrochiGeese on Dec 3, 2020 11:23:28 GMT
I also made this variation of the move above: It's the C2C Running Spinebuster spliced into the "Lift and Drop" spliced into the jujigatame. The mount grapple isn't "active" though - it's just animated for the visual. It gives the illusion that the defender has a chance to reverse but they can't counter. This is for when you don't want to leave it to chance. Since the "AS" values of the move are the same as the default Running Spinebuster, there's no "turning" issue.
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Post by Dawnbr3ak3r on Dec 3, 2020 13:13:16 GMT
I wonder if it has anything to do with the values under the Status menu settings: Like if the attacker runs too far past the defender causing the move to flip, or if there's another different setting causing them to flip.
I'm just guessing. I don't know enough about C2C to be of much use. I also haven't made any Mount Transfer moves either.
I figured it out. Set the Attacker's AS setting to 5 and the Defender's AS setting to 6. Since the dummies aren't Grounded, 11 doesn't function correctly. 5/6 works, but I didn't mess with the animation a whole lot. You'll have to make the move look more seamless, but it worked for me when I trimmed the animation to Frame 10 - There was no flip-flopping of the dummies. My understanding is this is how it's supposed to work, but I'm not 100% sure. The transition frames must have to be clean or else the transition to mount will look, I dunno, "off", I guess. I really like that Tackle -> Armbar animation. That's good.
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Post by Dawnbr3ak3r on Dec 3, 2020 22:18:07 GMT
I worked on a splice of the Goriconoclasm and Falcon Arrow, appropriately named the Goriconideal, today. I totally mooched the name off of Jim. I may tweak the animation some so it doesn't look like an obvious splice. If you pay attention, you'll notice the arm placement is different at the splice location. Made some more tweaks: Modified the Naito Tranquilo Taunt to suite Alicia Silverchair better:
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Post by October Raven on Dec 4, 2020 0:58:09 GMT
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Post by OrochiGeese on Dec 4, 2020 7:13:44 GMT
I figured it out. Set the Attacker's AS setting to 5 and the Defender's AS setting to 6. Since the dummies aren't Grounded, 11 doesn't function correctly. 5/6 works, but I didn't mess with the animation a whole lot. YES!!!! 👏 It's fixed! I just tested it and it works now. They don't flip at any point. Thanks!! 😄👍 I totally understand what you saying are saying. Since the dummies don't start off grounded 11 doesn't apply here but 5 does. That's why 11 worked for the default "Lift and Drop" since they start in the mount position. I had originally thought that those AS values referred to the position that they transition into after the animation library is over. So I guess I was off about that. One question: Would it matter if the dummy started off grounded in that specific animation library or is it the start of the overall move (first frame of first animation library) that would determine if 5 or 11 would work? Let's say the first frame of the first animation library had the dummies grounded. And the rest of that library saw both dummies getting to their feet. Then the first frame of animation library 2 had the dummies standing but transitioned into a mount. Would you use 5 or 11 if you wanted animation library 2 to end in a mount? Would the start of the move determine whether to use 5 or 11 or the start of that specific animation library? You'll have to make the move look more seamless, but it worked for me when I trimmed the animation to Frame 10 - There was no flip-flopping of the dummies. Yeah, the animation right now is a little janky in between the drop and the mount itself. I think the reason is because I had to change the X distance at the start of the "Lift and Drop" to make the transition look good between the C2C Spinebuster and the "Lift and Drop." I realize now I didn't fully compensate for that exact amount of X distance between the first half of the "Lift and Drop" and the mount part of it. My understanding is this is how it's supposed to work, but I'm not 100% sure. The transition frames must have to be clean or else the transition to mount will look, I dunno, "off", I guess. The transition frames between the "Lift and Drop" and the mount need to be cleaned up. It definitely looks off at the end. I should be able to fix that though. Very glad that you like the Tackle -> Armbar animation! That Goriconideal looks beautiful!!!! I may tweak the animation some so it doesn't look like an obvious splice. If you pay attention, you'll notice the arm placement is different at the splice location. Actually didn't even notice the different arm placement until you pointed it out. Even then, it's not that obvious. Maybe the arn facing the camera could stay in the "up" (near the head) position? Love the angle that you created there given his height and overall body frame!! Careful though - Ralph Ferguson heard "chop suite" and thought Corey was creating a line of steak knives! Ralph: "So shawp it trims the meat off the fat!" 🔪🥩
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