Move Craft: "Common move" template thread
Oct 30, 2020 6:42:08 GMT
Senator Phillips, ligerbear, and 5 more like this
Post by OrochiGeese on Oct 30, 2020 6:42:08 GMT
I've been thinking about this over the past few months but not consistently enough to post about it!
There are a lot of moves that I want to make which require putting together basic movement. Things like walking or turning around or dragging. It's not always so easy or obvious to find which default moves have those movements ready to use. Since we can't actually access other people's Move Craft, we're stuck making simple things ourselves. This seems like a waste of time and in many cases doesn't even yield good results.
I found the guide below in spoilers a few months ago.
Default Forms List - FPW Move Craft
Posted byu/iamthedave3
100 - wrestler lying flat on back
101 - wrestler lying flat on face
102-107 - lock up/grapple animation facing left
100-101 - lying face up/face down
102-107 - grapple animation facing left
108-114 - break grapple animation facing left
115-120 - back grapple animation facing left
124-137 - lifting opponent to feet from facing up, facing left
138-149 - defender being lifted to feet from flat on back, facing right
150-158 - lifting opponent to feet from facing down, facing right
159 - 164 - defending being lifted to feet from face down, facing right (note, these can double as frames for a crumple animation)
165-170 - rolling over, both up and down, facing right
171-189 - test of strength including momentum shifts, facing left
190-197 - attacker rolling defender over, neutral facing
198-200 - defender being rolled from face up to face down (very similar to 165-170 but slightly different)
200-425 - idle breathing/stance loops for all stances in all major directions (diagonal, down and up), facing left
426 - 449 - running animation for all major directions, facing left
450-470 - walking animation for standard, shoot and a third style I'm unfamiliar with
471-480 - being thrown into corner animation for top/bottom corners
481-486 - Attacker irish whip animation, facing left, diagonal
487-491 - defending being irish whipped animation, facing right
493 - 512 - all other directional irish whip attacker and defender running animations
513-520 - basic 'being hit' animation, all directions
521-556 - not actually sure. Looks like a mix of irish whip and hit animations but I don't recall ever seeing these
557-604 - climbing bottom left turnbuckle/bottom right turnbuckle, top left turnbuckle; facing left
605-631 - as above, for junior wrestlers who jump to the top
632-637 - run up the turnbuckle animation, for those who can
638-661 - some off-directional walking animations; not sure where these are used
662-689 - coming off the ropes/catching oneself in the ropes animations for bottom and left side ropes
690 - 697 - standing up from back animation
698-704 - standing up from front animation
705-712 - simple back bump animation, facing left
713-728 - some miscellaneous directional hit-sell animations
729-789 - the movement + body slam animations for Taiji Ishimori's moonsault elbow drop
790-896 - all the variants of grappling in the turnbuckle, lifting to the turnbuckle, being lifted to the turnbuckle, facing both forward and back
897-915 - Toss to apron animations for bottom and right side of ring
916-931 - falling off apron animations I think; they're actually hard to see
932-950 - I think these are the falling out of ring animations
951-976 - genuinely no idea; something to do with the apron and throwing again though
976-1000 - climbing down from the turnbuckle animations for all turnbuckles
1001-1123 - idle breathing loops for all stances
1124 -1152 - some more walking loops for different stances
1153-1170 - heavy breathing loop for all directions
1171-1172 - breathing loops for prone wrestler, lying on back
1173 - random face down form
1174-1189 - standing running knockdown bump for hits from all directions including diagonal
1190 - 1204 - standing directional hit sells without going down
1205-1217 - another running hit back bump
1218-1225 - direction hit sells
1226-1233 - diagonal crumple animation, facing left (i.e. grapple aligned or corner-to-center)
1234-1237 - low blow sell bottom/left facing I think; that or gut shot sell
1238-1246 - more direction hit selling, I think for stomach shots
1247 - 1251 - face-first bump (either taking a big hit from behind or front dropkick to the knee sort of thing)
1252-1257 - drop downs in response to irish whips (i.e. the heavyweight version of the leap frog)
1258-1268 - another hit sell, hard to tell what for, maybe stomach again
1269-1274 - another face first bump, different sell to 1247, a little slower
1275-1297 - uncertain but looks like more directional hit sell animations
1298-1307 - directional collapse animations, looks like to running/standing strikes from behind
1308-1326 - chop sells in all directions I think
1327-1343 - not actually sure. Some sort of sell I think and something in the corner, maybe corner hit sell?
1344-1349 - exhausted and then dizzy animations
1350-1358 - standing punch drunk animation
1359-1366 - stumbling forward clutching stomach animation (used in corner moves a lot)
1367-1374 - not sure I've ever seen this one, looks like some form of grapple drag
1375-1466 - tag animation, stepping in/out of ring animation, climbing onto/off apron animations
1467-1476 - lifting opponent onto shoulders/being lifted onto shoulders, facing left
1477-1527 - various related animations to above including the doomsday device sell/escaping from the shoulders anim
1528-1550 - leap frog/drop down animations again
1551-1552 - critical/KO single frame I IZ DED pose
1553-1580 - the standard back facing/front facing punch escapes from turnbuckle moves
1581-1682 - various directional idle animations for different stances
1683-1697 - in-ring baseball slide (like the drop down for more athletic wrestlers)
1698-1776 - climbing onto turnbuckle/jumping onto turnbuckle from apron animations (all turnbuckles)
1777 - 1902 - genuinely no idea. Lots of miscellaneous animations but I've no idea what they're in relation to
1903-1926 - OW MY NECK/BACK/KNEE sells; the ones you only get when a part's damage is maxed out
1927-1936 - couple more jumping to turnbuckle from apron animations
1937-1948 - standard stun loops diagonal, facing left
1949-1977 - tag animations, for all directions
1978-1996 - headlock drag forms plus elbow and knee, and defender sell/collapses from them (knee collapse is quite good sell animation)
1997-2052 - the game's various directional leg/arms drag animations for defender and attacker. DRAGGING opponent by legs.
2053-2061 - looks like the first frames of a collapse for all directions
2062-2089 - no idea. Don't think I've ever seen these animations in the game. Maybe irish whip blocking animations, considering what comes next?
2090-2106 - the junior run up and backflip off the turnbuckle irish whip counter, facing left
2107-2111 - four frames of animation for the face-first bump out of the corner (from strikes mostly)
2112-2117 - looks like corner hit sell
2118-2122 - reversing corner grapple by putting opponent in the corner animation
2123-2160 - putting opponent in tree of woe/being put in tree of woe animations, facing left
Beyond this point you get into preset move data. With one exception, noted just below
2166-2172 - staggering out of corner animation
This seems to cover all of the early form numbers and should help people find some generic animations that can't be searched up through moves for the most part. Also, I'm starting to put together a little library of created moves myself. You can find me as iamthedave on the PS4 FPW net.
It's been posted here before. It's a great start but it doesn't give any suggestions on the timing, X/Y movement, or shadow placement. In some cases I was able to use it well (when I made the wheelbarrow drag move) and in other cases I I did not use it well (when I tried to make the Tree of Woe and felt that woe in my failure).
I was thinking maybe we can have a threat with essentially "templates" for common moves.
It can be as simple as a picture showing the custom forms plus the frame timing plus X/Y, etc.
Are you guys into this? I'll give an example in the next post of what I mean.
Is there some other way that you guys are creating basic movement? Would a community library resource help you too? Does the mod pack allow you to access other people's moves?
There are a lot of moves that I want to make which require putting together basic movement. Things like walking or turning around or dragging. It's not always so easy or obvious to find which default moves have those movements ready to use. Since we can't actually access other people's Move Craft, we're stuck making simple things ourselves. This seems like a waste of time and in many cases doesn't even yield good results.
I found the guide below in spoilers a few months ago.
Default Forms List - FPW Move Craft
Posted byu/iamthedave3
100 - wrestler lying flat on back
101 - wrestler lying flat on face
102-107 - lock up/grapple animation facing left
100-101 - lying face up/face down
102-107 - grapple animation facing left
108-114 - break grapple animation facing left
115-120 - back grapple animation facing left
124-137 - lifting opponent to feet from facing up, facing left
138-149 - defender being lifted to feet from flat on back, facing right
150-158 - lifting opponent to feet from facing down, facing right
159 - 164 - defending being lifted to feet from face down, facing right (note, these can double as frames for a crumple animation)
165-170 - rolling over, both up and down, facing right
171-189 - test of strength including momentum shifts, facing left
190-197 - attacker rolling defender over, neutral facing
198-200 - defender being rolled from face up to face down (very similar to 165-170 but slightly different)
200-425 - idle breathing/stance loops for all stances in all major directions (diagonal, down and up), facing left
426 - 449 - running animation for all major directions, facing left
450-470 - walking animation for standard, shoot and a third style I'm unfamiliar with
471-480 - being thrown into corner animation for top/bottom corners
481-486 - Attacker irish whip animation, facing left, diagonal
487-491 - defending being irish whipped animation, facing right
493 - 512 - all other directional irish whip attacker and defender running animations
513-520 - basic 'being hit' animation, all directions
521-556 - not actually sure. Looks like a mix of irish whip and hit animations but I don't recall ever seeing these
557-604 - climbing bottom left turnbuckle/bottom right turnbuckle, top left turnbuckle; facing left
605-631 - as above, for junior wrestlers who jump to the top
632-637 - run up the turnbuckle animation, for those who can
638-661 - some off-directional walking animations; not sure where these are used
662-689 - coming off the ropes/catching oneself in the ropes animations for bottom and left side ropes
690 - 697 - standing up from back animation
698-704 - standing up from front animation
705-712 - simple back bump animation, facing left
713-728 - some miscellaneous directional hit-sell animations
729-789 - the movement + body slam animations for Taiji Ishimori's moonsault elbow drop
790-896 - all the variants of grappling in the turnbuckle, lifting to the turnbuckle, being lifted to the turnbuckle, facing both forward and back
897-915 - Toss to apron animations for bottom and right side of ring
916-931 - falling off apron animations I think; they're actually hard to see
932-950 - I think these are the falling out of ring animations
951-976 - genuinely no idea; something to do with the apron and throwing again though
976-1000 - climbing down from the turnbuckle animations for all turnbuckles
1001-1123 - idle breathing loops for all stances
1124 -1152 - some more walking loops for different stances
1153-1170 - heavy breathing loop for all directions
1171-1172 - breathing loops for prone wrestler, lying on back
1173 - random face down form
1174-1189 - standing running knockdown bump for hits from all directions including diagonal
1190 - 1204 - standing directional hit sells without going down
1205-1217 - another running hit back bump
1218-1225 - direction hit sells
1226-1233 - diagonal crumple animation, facing left (i.e. grapple aligned or corner-to-center)
1234-1237 - low blow sell bottom/left facing I think; that or gut shot sell
1238-1246 - more direction hit selling, I think for stomach shots
1247 - 1251 - face-first bump (either taking a big hit from behind or front dropkick to the knee sort of thing)
1252-1257 - drop downs in response to irish whips (i.e. the heavyweight version of the leap frog)
1258-1268 - another hit sell, hard to tell what for, maybe stomach again
1269-1274 - another face first bump, different sell to 1247, a little slower
1275-1297 - uncertain but looks like more directional hit sell animations
1298-1307 - directional collapse animations, looks like to running/standing strikes from behind
1308-1326 - chop sells in all directions I think
1327-1343 - not actually sure. Some sort of sell I think and something in the corner, maybe corner hit sell?
1344-1349 - exhausted and then dizzy animations
1350-1358 - standing punch drunk animation
1359-1366 - stumbling forward clutching stomach animation (used in corner moves a lot)
1367-1374 - not sure I've ever seen this one, looks like some form of grapple drag
1375-1466 - tag animation, stepping in/out of ring animation, climbing onto/off apron animations
1467-1476 - lifting opponent onto shoulders/being lifted onto shoulders, facing left
1477-1527 - various related animations to above including the doomsday device sell/escaping from the shoulders anim
1528-1550 - leap frog/drop down animations again
1551-1552 - critical/KO single frame I IZ DED pose
1553-1580 - the standard back facing/front facing punch escapes from turnbuckle moves
1581-1682 - various directional idle animations for different stances
1683-1697 - in-ring baseball slide (like the drop down for more athletic wrestlers)
1698-1776 - climbing onto turnbuckle/jumping onto turnbuckle from apron animations (all turnbuckles)
1777 - 1902 - genuinely no idea. Lots of miscellaneous animations but I've no idea what they're in relation to
1903-1926 - OW MY NECK/BACK/KNEE sells; the ones you only get when a part's damage is maxed out
1927-1936 - couple more jumping to turnbuckle from apron animations
1937-1948 - standard stun loops diagonal, facing left
1949-1977 - tag animations, for all directions
1978-1996 - headlock drag forms plus elbow and knee, and defender sell/collapses from them (knee collapse is quite good sell animation)
1997-2052 - the game's various directional leg/arms drag animations for defender and attacker. DRAGGING opponent by legs.
2053-2061 - looks like the first frames of a collapse for all directions
2062-2089 - no idea. Don't think I've ever seen these animations in the game. Maybe irish whip blocking animations, considering what comes next?
2090-2106 - the junior run up and backflip off the turnbuckle irish whip counter, facing left
2107-2111 - four frames of animation for the face-first bump out of the corner (from strikes mostly)
2112-2117 - looks like corner hit sell
2118-2122 - reversing corner grapple by putting opponent in the corner animation
2123-2160 - putting opponent in tree of woe/being put in tree of woe animations, facing left
Beyond this point you get into preset move data. With one exception, noted just below
2166-2172 - staggering out of corner animation
This seems to cover all of the early form numbers and should help people find some generic animations that can't be searched up through moves for the most part. Also, I'm starting to put together a little library of created moves myself. You can find me as iamthedave on the PS4 FPW net.
It's been posted here before. It's a great start but it doesn't give any suggestions on the timing, X/Y movement, or shadow placement. In some cases I was able to use it well (when I made the wheelbarrow drag move) and in other cases I I did not use it well (when I tried to make the Tree of Woe and felt that woe in my failure).
I was thinking maybe we can have a threat with essentially "templates" for common moves.
It can be as simple as a picture showing the custom forms plus the frame timing plus X/Y, etc.
Are you guys into this? I'll give an example in the next post of what I mean.
Is there some other way that you guys are creating basic movement? Would a community library resource help you too? Does the mod pack allow you to access other people's moves?