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Author Topic: Use other than just "run" animation of speeding bullet, sprint.  (Read 1135 times)

Offline steamteck

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Use other than just "run" animation of speeding bullet, sprint.
« on: September 05, 2010, 04:42:06 PM »
Not sure where to actually post this but... I've noticed lots of meshes have a "charge " etc animation which I would really like to use for speeding bullet  but the game only lets me select the "run" animation. Is there any way to fix this?

Offline BentonGrey

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Re: Use other than just "run" animation of speeding bullet, sprint.
« Reply #1 on: September 05, 2010, 06:00:03 PM »
For a built in character you can select whatever you like.  It may or may not work, though.
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Offline steamteck

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Re: Use other than just "run" animation of speeding bullet, sprint.
« Reply #2 on: September 05, 2010, 06:59:52 PM »
Interesting. I've only tried with the customs and "run" is the only one allowed

Offline trebean

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Re: Use other than just "run" animation of speeding bullet, sprint.
« Reply #3 on: June 06, 2014, 10:17:59 AM »
Bump, I had this in my mind when making my Beast Boy Herofile, AA's mesh has a special run where he turns into a dino, of course only the run came up in the selection so I tried modifying it on EZHero, replacing run with special_run. Saved it, ran the game, still just regular run in-game.

Offline spydermann93

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Re: Use other than just "run" animation of speeding bullet, sprint.
« Reply #4 on: June 06, 2014, 03:28:01 PM »
Bump, I had this in my mind when making my Beast Boy Herofile, AA's mesh has a special run where he turns into a dino, of course only the run came up in the selection so I tried modifying it on EZHero, replacing run with special_run. Saved it, ran the game, still just regular run in-game.

I think Benton's right about only Built-in characters being able to use special run animations.  No custom character has ever worked for me, but I have yet to try built-in.

I'm looking at you, Ghost Rider. :ph34r:

Offline detourne_me

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Re: Use other than just "run" animation of speeding bullet, sprint.
« Reply #5 on: August 20, 2014, 06:16:59 AM »
My workaround for this is naming the special run key frame as tumble. Then, I give them the tumble power. This is the only way to get a non run animation to be used.  Unfortunately it won't work for speeding bullet though.
I haven't tried renaming a key frame "sprint" yet.  I wonder if that could work

Offline hoss20

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Re: Use other than just "run" animation of speeding bullet, sprint.
« Reply #6 on: August 20, 2014, 08:47:49 AM »
I even tried creating a new Speeding Bullet power in FFEdit. I made one for the Rhino and customized it to have a lot higher magnitude, naming it Rhino Charge. I assigned it the 'special' animation as the default. Upon choosing this power in-game, it still only offers the 'run' animation. Upon checking the original Speeding Bullet power in FFEdit, it also shows the 'special' animation as the default. When I checked Bullet in-game, however, he also showed as using the 'run' animation. So, if an original, built in, Irrational Games, character can't even use the animation assigned to his power in FFEdit, I'm thinking we may just be out of luck.

I also removed the contact/leave hand from the 'special' animation for my new power and that didn't work either. I figured since the 'run' animation was being used as the default, and it doesn't have a contact/leave hand in it, that I'd give it a shot.

Offline lion23dj

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Re: Use other than just "run" animation of speeding bullet, sprint.
« Reply #7 on: September 07, 2014, 02:19:31 PM »
I can't remember exactly but I think that you must rename de animation with Nifskope to run, run_2, run_3, etc. Save and see in game.