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Post by Dawnbr3ak3r on Dec 4, 2020 15:31:51 GMT
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? I'm assuming the AS usage is dependant on where the move *ends* and not where it begins. The Spinebuster Carry ends with the Opponent Grounded, but not the attacker, so 5/6 would be used in this situation. I also think it's used if the attacker is still standing and the opponent is prone. I'm not sure when 11 is used. I'd have peruse the various Mount moves to see where it would be applied. I already forgot what 11 does, so that isn't helping. Hell, I'm not even sure what the animation library is. I've just been kinda winging it, much as I often do. Most of the time I'm like "Check this thing over here, now check this thing over here, don't forget to do that thing over there. Good? Got it? Great." I used a very rudimentary animation to see if the AS toggles were working correctly, that's all. It looked really awful on my end, but the function was there. We keep our Arns in the upright position at all times. Lol, but really, I'll probably adjust the arm positioning somewhere so the transition looks a little more realistic, even if the current animation is quick enough that it's hardly noticeable.
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Post by OrochiGeese on Dec 7, 2020 9:47:07 GMT
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? LOL that's a perfect reaction GIF to those questions! I'm assuming the AS usage is dependant on where the move *ends* and not where it begins. The Spinebuster Carry ends with the Opponent Grounded, but not the attacker, so 5/6 would be used in this situation. I also think it's used if the attacker is still standing and the opponent is prone. I'm not sure when 11 is used. I'd have peruse the various Mount moves to see where it would be applied. I already forgot what 11 does, so that isn't helping. Yeah, I just have to compare the moves that use 5 vs. 11. It's a little confusing but I understand what you are saying there with the opponent being grounded and not the attacker. I was getting the hang of some of this in August but then stopped making moves for a few months and have been slowly relearning some of what I forgot. We keep our Arns in the upright position at all times. Lol, but really, I'll probably adjust the arm positioning somewhere so the transition looks a little more realistic, even if the current animation is quick enough that it's hardly noticeable. Yeah, sometimes I just go for a quick frame to make a transition easier by having it be less obvious.
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Post by OrochiGeese on Dec 7, 2020 10:05:05 GMT
I took two tag team moves and made them into singles moves. The first one is a bit more interesting. 1) Bridge Crush neckbreaker - I had to speed up the timing and transition into the neckbreaker in order for this move to look possible and natural without a partner holding up the opponent's feet. It reminds me of a combination between the "Shotgun" and a spinning beckbreaker. For comparison - this is how the default tag team version of the move is. (This is a newer tag move so some people may not be so familiar with it.) 2) Oosotogari Sweep Kick combo - obviously I had to remove the sweep kick part done by the partner! This is basically just an alternate oosotogari. I changed the timing on the default version of the tag move and added a bit of a higher "kick" to the start of the move. I missed making oosotogaris 😁 The default tag move is basically just that oosotogari with the partner sweeping at the same time.
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Post by Fuee on Dec 7, 2020 11:39:17 GMT
That one-man Magic Killer owns Looks a lot like the move Goldust used to do (maybe still does?)
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Post by OrochiGeese on Dec 8, 2020 6:08:17 GMT
That one-man Magic Killer owns Looks a lot like the move Goldust used to do (maybe still does?) Thanks! Very glad you like it! I can definitely see using it as a finisher for one of midcarders or perhaps as a front grapple special chained to a submission finisher (like a spinning neck hold).
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Post by Dawnbr3ak3r on Jan 1, 2021 22:02:31 GMT
Made a couple of taunts today for Yuu Amisaki named Aristocrat Shooing 1 and Aristocrat Shooing 2. Aristocrat Shooing 1 focuses on "shooing away" the crowd: Aristocrat Shooing 2 "shoos away" the opponent looks away, raising their nose in the air:
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Post by Fuee on Jan 1, 2021 23:45:06 GMT
If you're open to suggestions, maybe consider adding one more frame to the first one, in the middle of the hand up/hand down bit, and messing with the timing a bit so there's more of a "sweep and snap" motion to her shooing. Could probably even just copy the hand from this frame for it: It looks good as is, but I could also see it being confused for waving
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Post by Dawnbr3ak3r on Jan 2, 2021 0:11:30 GMT
If you're open to suggestions, maybe consider adding one more frame to the first one, in the middle of the hand up/hand down bit, and messing with the timing a bit so there's more of a "sweep and snap" motion to her shooing. Could probably even just copy the hand from this frame for it: It looks good as is, but I could also see it being confused for waving Yeah, this one isn't quite done, but I was happy enough that I thought it was worth posting. I was basically aiming to create a taunt in the vein of the pose-slash-gesture that Maryse would do during her entrance (at the end of the gif):
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Post by Staubhold on Jan 2, 2021 20:07:39 GMT
Hold on... There is no basic tag team Double Chokeslam in the game? And... none in the Workshop? Am I wrong? WTH?
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Post by Zealot on Jan 2, 2021 20:25:14 GMT
Definitely not a default double team in the game. Closest move is the chokeslam/backdrop combo that I believe the Holy Demon Army used to do. Could be wrong.
I don't think there's one on Move Craft either, but I'm still like 40 recent upload pages behind lmao.
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Post by Staubhold on Jan 2, 2021 22:16:19 GMT
OK... I found ONE tag team Double Chokeslam on the Workshop. It's a falling version. I'm really surprised that there are not more versions. Maybe it's to ... basic?
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Post by Dawnbr3ak3r on Jan 3, 2021 0:17:18 GMT
I might try my hand at a Triple Team Ganseki Chokeslam.
Probably mash together the Double Team Ganseki Chokeslam with the Double Backdrop to make it three people.
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Post by Dawnbr3ak3r on Jan 12, 2021 5:24:29 GMT
Working on a new taunt specifically for Nao Nao, leader of Queen's Gambit ~ It's based partially on Cammy White's win pose and Tessa Blanchard's entrance pose. I need to clean it up and make some adjustments to it because I used the Male Dummy by mistake.
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Post by OrochiGeese on Jan 13, 2021 9:06:38 GMT
That looks really great and I also love the "Aristocrat Shooting" taunts for Yuu Amisaki from a few posts up! 👏
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Post by Dawnbr3ak3r on Jan 13, 2021 9:49:40 GMT
That looks really great and I also love the "Aristocrat Shooting" taunts for Yuu Amisaki from a few posts up! 👏 Thanks; It's "shooing" as in "go away", lol. I made some more changes to the Nao Nao Taunt: The head tilts downward now; There's a pointing stall before the arm snaps upwards. I also fixed the janky leg issue from the original too.
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