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[Tutorial] Simple .ANI Tutorial

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Sankarea
Minty Kitty
mangak (GONE)
CometStrife
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[Tutorial] Simple .ANI Tutorial - Page 8 Empty Re: [Tutorial] Simple .ANI Tutorial

Post by CometStrife Wed Jun 29, 2011 5:37 am

just copy how seedmod does it, should be rather easy :D
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Post by Guest Wed Jun 29, 2011 7:26 am

never tried ani editing, which folders should I be looking into?
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Post by Guest Wed Jun 29, 2011 7:32 am

How do you make a shield that appears and disappears?
Eventually i'd like to add it to Jehuty.
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Post by Guest Wed Jun 29, 2011 1:58 pm

check the script of sinaju is simple the mode to do that i use that in the akwos i made ^_^
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Post by Guest Thu Jun 30, 2011 1:16 am

uhm question? why when i put the script of full armor unicorn nt in the EW Custom H. Arms the color is become different and the weapons are gone?
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Post by CometStrife Thu Jun 30, 2011 1:32 am

@Treize
I'll help you make one when i have the time (rare)

@Helldiver
Its .hod editing

@Arhuz
i like the gim cannon you made :D

@MrXZERO25
you can't mix scripts
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Post by Guest Thu Jun 30, 2011 2:30 am

simple, the script for the FA unicorn was not built to match the the heavyarms mod
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Post by CometStrife Sat Jul 02, 2011 1:50 am

Updated Editing Speed/Movements and Basic Commands
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Post by Guest Tue Jul 05, 2011 6:44 pm

MeteorStrife wrote:@Treize
@Arhuz
i like the gim cannon you made :D

If i made a good scrit for him i release him *Burp*
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Post by Guest Thu Jul 07, 2011 8:44 am

Do you have a list regarding the pictures pertaining to ChangeAnime string?
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Post by Guest Thu Jul 07, 2011 11:41 am

can some one tell me quickly what's the code for rockets?? the one's that goes some kind of straight! please hurry!
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Post by Guest Thu Jul 07, 2011 8:56 pm

nvm my prev question. So that's how they made strike on prev seed mods backflip. :D
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Post by CometStrife Fri Jul 08, 2011 8:26 am

Mocchikins wrote:Do you have a list regarding the pictures pertaining to ChangeAnime string?

nope, i'll be humble here. Please teach my what it does. I want to learn. Cause to me, learning ani editing is like solving an intrigue puzzle. The more i see, the more i want to crack it. Learning ani is not about learning it and showing off. Its the part of wanting to learn and spreading its words

@bam77
rockets? There are many kinds of them. Sorry about that, but i've forgotten the number. I never made a rocket script in a long time, so thats why. You could try 21? 4? 9? Sorry i really forgot.
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Post by Guest Fri Jul 08, 2011 9:03 am

MeteorStrife wrote:
Mocchikins wrote:Do you have a list regarding the pictures pertaining to ChangeAnime string?

nope, i'll be humble here. Please teach my what it does. I want to learn. Cause to me, learning ani editing is like solving an intrigue puzzle. The more i see, the more i want to crack it. Learning ani is not about learning it and showing off. Its the part of wanting to learn and spreading its words

Not really showing off T_T. It hurts my head too comprehending this stuff. O_O; Though thanks to your guide, I learned a lot. :) Zzzzzarai!

Anyway I noticed the ChangeAni value like in Softguard usually found on blackcomb base scripts.

Code:
Translated version of ANI_list.txt
##### This list is just for viewing !#####
      ##### Written by zhmwwl #####
      ##### Zhmwwl.ys168.com ######
--------------------
91 *. x files would be worked in effect.
01_root.x
02_Body_d.x
03_Body.x
04_Head.x
05_Arm1.x
06_Output08.x
07_arm_rotation.x
08_Arm2.x
09_Arm3.x
10_Hand.x
11_Gun2.x
12_Weapon_point3.x
13_sword2.x
14_Weapon_point14.x
15_Arm1_r.x
16_Output09.x
17_arm_rotation_r.x
18_Arm2_r.x
19_Arm3_r.x
20_Hand_r.x
21_Gun.x
22_Weapon_point.x
23_sword.x
24_Weapon_point2.x
25_BackW.x
26_W.x
27_Wing_Mini1.x
28_Weapon_point4.x
29_Wing_Mini2.x
30_Weapon_point5.x
31_Wing_Mini3.x
32_Weapon_point6.x
33_Wing_Mini4.x
34_Weapon_point7.x
35_Wing_Mini5.x
36_Weapon_point8.x
37_W2.x
38_SubW1.x
39_SubW2.x
40_W_Tail1.x
41_W_Tail2.x
42_Output02.x
43_sword4.x
44_Gun4.x
45_BackW_r.x
46_W_r.x
47_Wing_Mini1_r.x
48_Weapon_point9.x
49_Wing_Mini2_r.x
50_Weapon_point10.x
51_Wing_Mini3_r.x
52_Weapon_point11.x
53_Wing_Mini4_r.x
54_Weapon_point12.x
55_Wing_Mini5_r.x
56_Weapon_point13.x
57_W2_r.x
58_SubW1_r.x
59_SubW2_r.x
60_W_Tail1_r.x
61_W_Tail2_r.x
62_Output03.x
63_sword3.x
64_Gun3.x
65_Output01.x
66_Shield_point.x
67_Leg1.x
68_Leg2.x
69_Leg3.x
70_Output04.x
71_Output06.x
72_Leg1_r.x
73_Leg2_r.x
74_Leg3_r.x
75_Output05.x
76_Output07.x
77_LegG.x
78_LegG_r.x
79_BG.x
80_BG_r.x
81_BG_b.x
82_BBurner1.x
83_BBurner2.x
84_Output10.x
85_MainFire.x
86_Weapon_MainFire.x
87_BBurner1_r.x
88_BBurner2_r.x
89_Output11.x
90_MainFire_r.x
91_Weapon_MainFire_r.x
--------------------
Note: Standing
Amount: 3 Files
01 \ 01_robo_stand.hod
01 \ 02_robo_stand.hod
01 \ 03_robo_stand.hod
Tail: 264 Bytes
--------------------
Note: Walk
Amount: 9 Files
02 \ 01_robo_walk01.hod
02 \ 02_robo_walk01_2.hod
02 \ 03_robo_walk02.hod
02 \ 04_robo_walk02_2.hod
02 \ 05_robo_walk03.hod
02 \ 06_robo_walk03_2.hod
02 \ 07_robo_walk04.hod
02 \ 08_robo_walk04_2.hod
02 \ 09_robo_walk01.hod
Tail: 940 Bytes
--------------------
Note: Jump start
Amount: 3 Files
03 \ 01_robo_JumpStart.hod
03 \ 02_robo_JumpStart.hod
03 \ 03_robo_JumpStart.hod
Tail: 107 Bytes
--------------------
Note: air movement
Amount: 3 Files
04 \ 01_robo_fly_stop01.hod
04 \ 02_robo_fly_stop01.hod
04 \ 03_robo_fly_stop01.hod
Tail: 706 Bytes
--------------------
Note: Landing
Amount: 4 Files
05 \ 01_robo_land01.hod
05 \ 02_robo_land02.hod
05 \ 03_robo_stand.hod
05 \ 04_robo_stand.hod
Tail: 661 Bytes
--------------------
Note: Landing Step
Amount: 4 Files
06 \ 01_robo_land01.hod
06 \ 02_robo_land02.hod
06 \ 03_robo_stand.hod
06 \ 04_robo_stand.hod
Tail: 633 Bytes
--------------------
Note: increased
Amount: 4 Files
07 \ 01_robo_fly_up01.hod
07 \ 02_robo_fly_up02.hod
07 \ 03_robo_fly_up02.hod
07 \ 04_robo_fly_up02.hod
Tail: 649 Bytes
--------------------
Note: Stop Aerial
Amount: 4 Files
08 \ 01_robo_fly_stop01.hod
08 \ 02_robo_fly_stop02.hod
08 \ 03_robo_fly_stop03.hod
08 \ 04_robo_fly_stop03.hod
Tail: 504 Bytes
--------------------
Note: Step Left
Amount: 3 Files
09 \ 01_robo_LStep01.hod
09 \ 02_robo_LStep02.hod
09 \ 03_robo_LStep02.hod
Tail: 725 Bytes
--------------------
Note: Step Right
Amount: 3 Files
10 \ 01_robo_RStep01.hod
10 \ 02_robo_RStep02.hod
10 \ 03_robo_RStep02.hod
Tail: 722 Bytes
--------------------
Note: the previous step
Amount: 3 Files
11 \ 01_robo_FStep01.hod
11 \ 02_robo_FStep02.hod
11 \ 03_robo_FStep02.hod
Tail: 761 Bytes
--------------------
Note: Step back
Amount: 3 Files
12 \ 01_robo_BStep01.hod
12 \ 02_robo_BStep02.hod
12 \ 03_robo_BStep02.hod
Tail: 761 Bytes
--------------------
Note: HIT
Amount: 4 Files
13 \ 01_Robo_hit01.hod
13 \ 02_Robo_hit02.hod
13 \ 03_Robo_hit03.hod
13 \ 04_Robo_stand.hod
Tail: 258 Bytes
--------------------
Note: HIT (air
Amount: 4 Files
14 \ 01_Robo_hit_Fly01.hod
14 \ 02_Robo_hit_Fly02.hod
14 \ 03_Robo_hit_Fly03.hod
14 \ 04_robo_fly_stop01.hod
Tail: 276 Bytes
--------------------
Note: HIT blow
Amount: 4 Files
15 \ 01_Robo_hitSky01.hod
15 \ 02_Robo_hitSky02.hod
15 \ 03_Robo_hitSky03.hod
15 \ 04_Robo_hitSky03.hod
Tail: 305 Bytes
--------------------
Note: Down
Amount: 3 Files
16 \ 01_Robo_down01.hod
16 \ 02_Robo_down02.hod
16 \ 03_Robo_down02.hod
Tail: 117 Bytes
--------------------
Note: get up
Amount: 5 Files
17 \ 01_Robo_Up01.hod
17 \ 02_Robo_Up02.hod
17 \ 03_Robo_Up03.hod
17 \ 04_Robo_stand.hod
17 \ 05_Robo_stand.hod
Tail: 213 Bytes
--------------------
Note: Switching Weapons
Amount: 3 Files
18 \ 01_Robo_ChangeSword01.hod
18 \ 02_Robo_ChangeSword02.hod
18 \ 03_Robo_ChangeSword03.hod
Tail: 637 Bytes
--------------------
Note: Light Guard
Amount: 3 Files
19 \ 01_robo_reflect.hod
19 \ 02_robo_reflect.hod
19 \ 03_Robo_stand.hod
Tail: 560 Bytes
--------------------
Note: passive
Amount: 4 Files
20 \ 01_Robo_ukemi01.hod
20 \ 02_Robo_ukemi02.hod
20 \ 03_Robo_ukemi03.hod
20 \ 04_Robo_ukemi03.hod
Tail: 1083 Bytes
--------------------
Note: Dash Defense
Amount: 3 Files
21 \ 01_robo_BStep01.hod
21 \ 02_robo_BStep02.hod
21 \ 03_robo_BStep02.hod
Tail: 809 Bytes
--------------------
Note: Boost Dash
Amount: 4 Files
22 \ 01_robo_BoostDash01.hod
22 \ 02_robo_BoostDash02.hod
22 \ 03_robo_BoostDash03.hod
22 \ 04_robo_BoostDash02.hod
Tail: 2894 Bytes
--------------------
Note: Avoiding HIT
Amount: 3 Files
23 \ 01_robo_BStep01.hod
23 \ 02_robo_BStep02.hod
23 \ 03_robo_BStep02.hod
Tail: 1039 Bytes
--------------------
Note: Light Guard
Amount: 3 Files
24 \ 01_robo_reflect.hod
24 \ 02_robo_reflect.hod
24 \ 03_Robo_stand.hod
Tail: 6058 Bytes
--------------------
Note: When guns
Amount: 3 Files
25 \ 01_robo_stand_S.hod
25 \ 02_robo_stand_S.hod
25 \ 03_robo_stand_S.hod
Tail: 4 Bytes
--------------------
Note: Walk
Amount: 9 Files
26 \ 01_robo_walk_S01.hod
26 \ 02_robo_walk_S01_2.hod
26 \ 03_robo_walk_S02.hod
26 \ 04_robo_walk_S02_2.hod
26 \ 05_robo_walk_S03.hod
26 \ 06_robo_walk_S03_2.hod
26 \ 07_robo_walk_S04.hod
26 \ 08_robo_walk_S04_2.hod
26 \ 09_robo_walk_S01.hod
Tail: 268 Bytes
--------------------
Note: Jump start
Amount: 3 Files
27 \ 01_robo_JumpStart_S.hod
27 \ 02_robo_JumpStart_S.hod
27 \ 03_robo_JumpStart_S.hod
Tail: 4 Bytes
--------------------
Note: air movement
Amount: 3 Files
28 \ 01_robo_fly_stop01.hod
28 \ 02_robo_fly_stop01.hod
28 \ 03_robo_fly_stop01.hod
Tail: 4 Bytes
--------------------
Note: Landing
Amount: 4 Files
29 \ 01_o_land01.hod
29 \ 02_o_land02.hod
29 \ 03_o_stand.hod
29 \ 04_o_stand.hod
Tail: 4 Bytes
--------------------
Note: Landing Step
Amount: 4 Files
30 \ 01_o_land01.hod
30 \ 02_o_land02.hod
30 \ 03_o_stand.hod
30 \ 04_o_stand.hod
Tail: 4 Bytes
--------------------
Note: increased
Amount: 4 Files
31 \ 01_o_fly_up01.hod
31 \ 02_o_fly_up02.hod
31 \ 03_o_fly_up02.hod
31 \ 04_o_fly_up02.hod
Tail: 4 Bytes
--------------------
Note: Stop Aerial
Amount: 4 Files
32 \ 01_o_fly_stop_S01.hod
32 \ 02_o_fly_stop_S02.hod
32 \ 03_o_fly_stop_S03.hod
32 \ 04_o_fly_stop_S03.hod
Tail: 4 Bytes
--------------------
Note: Step Left
Amount: 3 Files
33 \ 01_o_LStep_S01.hod
33 \ 02_o_LStep_S02.hod
33 \ 03_o_LStep_S02.hod
Tail: 4 Bytes
--------------------
Note: Step Right
Amount: 3 Files
34 \ 01_o_RStep_S01.hod
34 \ 02_o_RStep_S02.hod
34 \ 03_o_RStep_S02.hod
Tail: 4 Bytes
--------------------
Note: the previous step
Amount: 3 Files
35 \ 01_o_FStep_S01.hod
35 \ 02_o_FStep_S02.hod
35 \ 03_o_FStep_S02.hod
Tail: 4 Bytes
--------------------
Note: Step back
Amount: 3 Files
36 \ 01_o_BStep_S01.hod
36 \ 02_o_BStep_S02.hod
36 \ 03_o_BStep_S02.hod
Tail: 4 Bytes
--------------------
Note: HIT
Amount: 4 Files
37 \ 01_o_hit01.hod
37 \ 02_o_hit02.hod
37 \ 03_o_hit03.hod
37 \ 04_o_stand_S.hod
Tail: 4 Bytes
--------------------
Note: HIT (air
Amount: 4 Files
38 \ 01_o_hit_Fly01.hod
38 \ 02_o_hit_Fly02.hod
38 \ 03_o_hit_Fly03.hod
38 \ 04_o_fly_stop01.hod
Tail: 4 Bytes
--------------------
Note: HIT blow
Amount: 4 Files
39 \ 01_o_hitSky01.hod
39 \ 02_o_hitSky02.hod
39 \ 03_o_hitSky03.hod
39 \ 04_o_hitSky03.hod
Tail: 4 Bytes
--------------------
Note: Down
Amount: 3 Files
40 \ 01_o_down01.hod
40 \ 02_o_down02.hod
40 \ 03_o_down02.hod
Tail: 4 Bytes
--------------------
Note: get up
Amount: 5 Files
41 \ 01_o_Up01.hod
41 \ 02_o_Up02.hod
41 \ 03_o_Up03.hod
41 \ 04_o_stand_S.hod
41 \ 05_o_stand_S.hod
Tail: 4 Bytes
--------------------
Note: Switching Weapons
Amount: 3 Files
42 \ 01_Robo_ChangeSword01.hod
42 \ 02_Robo_ChangeSword02.hod
42 \ 03_Robo_ChangeSword03.hod
Tail: 454 Bytes
--------------------
Note: Light Guard
Amount: 3 Files
43 \ 01_robo_reflect.hod
43 \ 02_robo_reflect.hod
43 \ 03_Robo_stand.hod
Tail: 4 Bytes
--------------------
Note: passive
Amount: 4 Files
44 \ 01_o_ukemi01.hod
44 \ 02_o_ukemi02.hod
44 \ 03_o_ukemi03.hod
44 \ 04_o_ukemi03.hod
Tail: 4 Bytes
--------------------
Note: Dash Defense
Amount: 3 Files
45 \ 01_o_FStep_S01.hod
45 \ 02_o_FStep_S02.hod
45 \ 03_o_FStep_S02.hod
Tail: 4 Bytes
--------------------
Note: Boost Dash
Amount: 4 Files
46 \ 01_o_BoostDash01.hod
46 \ 02_o_BoostDash02.hod
46 \ 03_o_BoostDash03.hod
46 \ 04_o_BoostDash02.hod
Tail: 1060 Bytes
--------------------
Note: Avoiding HIT
Amount: 3 Files
47 \ 01_o_BStep01.hod
47 \ 02_o_BStep02.hod
47 \ 03_o_BStep02.hod
Tail: 5812 Bytes
--------------------
Note: Shot Attack
Amount: 7 Files
48 \ 01_o_Shot00.hod
48 \ 02_o_Shot01.hod
48 \ 03_.hod
48 \ 04_.hod
48 \ 05_o_Shot01.hod
48 \ 06_o_Shot00.hod
48 \ 07_.hod
Tail: 2072 Bytes
--------------------
Note: Attack Shot: Right
Amount: 6 Files
49 \ 01_o_Shot00_r.hod
49 \ 02_o_Shot01_r.hod
49 \ 03_o_Shot02_r.hod
49 \ 04_.hod
49 \ 05_o_Shot01_r.hod
49 \ 06_o_Shot00_r.hod
Tail: 4 Bytes
--------------------
Note: Attack Shot: Left
Amount: 6 Files
50 \ 01_o_Shot00_l.hod
50 \ 02_o_Shot01_l.hod
50 \ 03_o_Shot02_l.hod
50 \ 04_.hod
50 \ 05_o_Shot01_l.hod
50 \ 06_o_Shot00_l.hod
Tail: 4 Bytes
--------------------
Note: Attack Shot: Left
Amount: 5 Files
51 \ 01_o_ShotStop01.hod
51 \ 02_o_ShotStop03.hod
51 \ 03_o_ShotStop02.hod
51 \ 04_o_ShotStop03.hod
51 \ 05_o_ShotStop01.hod
Tail: 1343 Bytes
--------------------
Note: Sub-Shot Attack
Amount: 5 Files
52 \ 01_put.hod
52 \ 02_put.hod
52 \ 03_put.hod
52 \ 04_put.hod
52 \ 05_put.hod
Tail: 2544 Bytes
--------------------
Note: 2-shot attack sub
Amount: 5 Files
53 \ 01_lect.hod
53 \ 02_lect2.hod
53 \ 03_lect2.hod
53 \ 04_lect2.hod
53 \ 05_lect2.hod
Tail: 680 Bytes
--------------------
Note: Fixed
Amount: 6 Files
54 \ 01_robo_Shot_BoostDash00.hod
54 \ 02_robo_Shot_BoostDash01.hod
54 \ 03_robo_Shot_BoostDash02.hod
Pose was added 54 \ 04_
54 \ 05_robo_Shot_BoostDash01.hod
54 \ 06_robo_Shot_BoostDash00.hod
Tail: 1680 Bytes
--------------------
Note: Boost
Amount: 6 Files
55 \ 01_robo_Shot_BoostDash00_r.hod
55 \ 02_robo_Shot_BoostDash01_r.hod
55 \ 03_robo_Shot_BoostDash02_r.hod
Pose was added 55 \ 04_
55 \ 05_robo_Shot_BoostDash01_r.hod
55 \ 06_robo_Shot_BoostDash00_r.hod
Tail: 4 Bytes
--------------------
Note: Right-boost
Amount: 6 Files
56 \ 01_robo_Shot_BoostDash00_l.hod
56 \ 02_robo_Shot_BoostDash01_l.hod
56 \ 03_robo_Shot_BoostDash02_l.hod
Pose was added 56 \ 04_
56 \ 05_robo_Shot_BoostDash01_l.hod
56 \ 06_robo_Shot_BoostDash00_l.hod
Tail: 4 Bytes
--------------------
Note: 3-shot attack sub
Amount: 6 Files
57 \ 01_robo_SubAttack4_01.hod
57 \ 02_robo_SubAttack4_01.hod
57 \ 03_robo_SubAttack4_02.hod
57 \ 04_robo_SubAttack4_02.hod
57 \ 05_robo_SubAttack4_03.hod
Pose was added 57 \ 06_
Tail: 2613 Bytes
--------------------
Note: Boost Funnel
Amount: 4 Files
58 \ 01_robo_BoostDash01.hod
58 \ 02_robo_BoostDash01.hod
58 \ 03_robo_BoostDash01.hod
58 \ 04_robo_BoostDash01.hod
Tail: 5099 Bytes
--------------------
Note: Sword Dash
Amount: 3 Files
59 \ 01_Robo_SwordDash01.hod
59 \ 02_Robo_SwordDash02.hod
59 \ 03_Robo_SwordDash02.hod
Tail: 513 Bytes
--------------------
Note: 1 Sword Attack
Amount: 7 Files
60 \ 01_hod1.hod
60 \ 02_hod2.hod
60 \ 03_hod3.hod
60 \ 04_hod4.hod
60 \ 05_hod5.hod
60 \ 06_hod6.hod
60 \ 07_hod7.hod
Tail: 1883 Bytes
--------------------
Note: 2 Sword Attack
Amount: 7 Files
61 \ 01_hod1.hod
61 \ 02_hod2.hod
61 \ 03_hod3.hod
61 \ 04_hod4.hod
61 \ 05_hod5.hod
61 \ 06_hod6.hod
61 \ 07_hod7.hod
Tail: 1862 Bytes
--------------------
Note: Sword ago
Amount: 3 Files
62 \ 01_Robo_Sword3_03.hod
62 \ 02_Robo_Sword3_04.hod
62 \ 03_Robo_Sword3_05.hod
Tail: 1868 Bytes
--------------------
Note: 4 Sword Attack
Amount: 3 Files
Added 63 new pose \ 01_
Added 63 new pose \ 02_
Pose was added 63 \ 03_
Tail: 1946 Bytes
--------------------
Note: Sword ago
Amount: 6 Files
64 \ 01_Robo_Sword3_03.hod
Pose was added 64 \ 02_
64 \ 03_Robo_Sword3_04.hod
64 \ 04_Robo_Sword3_05.hod
64 \ 05_o_fly_stop01.hod
64 \ 06_o_fly_stop01.hod
Tail: 3381 Bytes
--------------------
Note: Left Sword
Amount: 5 Files
65 \ 01_Robo_Sword_L01.hod
65 \ 02_Robo_Sword_L02.hod
65 \ 03_Robo_Sword_L03.hod
65 \ 04_o_fly_stop01.hod
65 \ 05_o_fly_stop01.hod
Tail: 3232 Bytes
--------------------
Note: Right Sword
Amount: 5 Files
66 \ 01_Robo_Sword_R01.hod
66 \ 02_Robo_Sword_R02.hod
66 \ 03_Robo_Sword_R03.hod
66 \ 04_o_fly_stop01.hod
66 \ 05_o_fly_stop01.hod
Tail: 2177 Bytes
--------------------
Note: backup
Amount: 7 Files
67 \ 01_Robo_Sword3_01.hod
67 \ 02_Robo_Sword3_02.hod
67 \ 03_Robo_Sword3_03.hod
67 \ 04_Robo_Sword3_04.hod
67 \ 05_Robo_Sword3_05.hod
67 \ 06_robo_fly_stop01.hod
67 \ 07_robo_fly_stop01.hod
Tail: 1991 Bytes
--------------------
Note: backup2
Amount: 7 Files
68 \ 01_Robo_Sword01.hod
68 \ 02_Robo_Sword02.hod
68 \ 03_Robo_Sword03.hod
68 \ 04_Robo_Sword04.hod
68 \ 05_Robo_Sword05.hod
68 \ 06_robo_fly_stop01.hod
68 \ 07_robo_fly_stop01.hod
Tail: 4 Bytes
--------------------
Note: backup3
Amount: 8 Files
69 \ 01_Robo_Sword2_00.hod
69 \ 02_Robo_Sword2_01.hod
69 \ 03_Robo_Sword2_02.hod
69 \ 04_Robo_Sword2_03.hod
69 \ 05_Robo_Sword2_04.hod
Pose was added 69 \ 06_
69 \ 07_robo_fly_stop01.hod
69 \ 08_robo_fly_stop01.hod
Tail: 9817 Bytes
--------------------
Note: 1 grab
Amount: 3 Files
70 \ 01_o_hit_Fly01.hod
70 \ 02_o_hit_Fly02.hod
70 \ 03_o_hit_Fly03.hod
Tail: 276 Bytes
--------------------
Note: 2 grab
Amount: 3 Files
71 \ 01_Robo_hit_Fly01.hod
71 \ 02_Robo_hit_Fly02.hod
71 \ 03_Robo_hit_Fly03.hod
Tail: 5063 Bytes
--------------------

Folders 19, 24, 43.

Folder 19 is when you guard and press F, e.g. like what Wing Neo-Bird does, that dash attack.
Folder 24 is when you guard, either reflect or guard.
Folder 43 is a dummy, contains no hex, just 3 tabs or 00 00 00. No need to edit.

Though not really sure if it's the other way around. But change the values mentioned below will undoubtedly change the actions of the mech in game play.

e.g. ChangeAnime(29,5,2);
e.g. ChangeAnime(19,5,2);

If you change the value 29 or 5 to another value. Another action will be performed. E.g. Like SF, Destiny, Wing Zero.

Just change the first and second value to see the mech do different abilities. Though not sure about the 3rd value... but probably changing the values of the RunProc like in the first post will help you gain the possibility on how to position and use images while doing guards.

Well, not sure it it's a perfect explanation but I hope it helps.

---
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Post by CometStrife Fri Jul 08, 2011 9:41 am

well, i'm not saying that you are showing off. Sorry about that for the wrong misconception i gave. As in i wrote that just to tell you that i won't go off showing to people what i have learnt lol, so it'll give you another reason to teach me XD, anyway i know about the guard things, don't worry about it, and well it's not the perfect explanation, but i understand hehe, i understood what the command does, based on its words. Cause changeanime is something like changing animation, so i know it's along that line. I just didnt know what each numbers represent. Thanks for the tip! I have a speculation. Like folder changeanime(29,....);, is to change animation from the current to folder 29's animation.. Just a hunch. Cause 19 is the guard's folder for gun. So 29.. Not using a computer so i cant confirm.. Might be the standing position for sword? Meaning maybe after guarding, it changes animation to standing in folder 29... Provided if folder 29 is indeed standing animation for sword
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Post by Guest Fri Jul 08, 2011 9:49 am

ok in this moment im lost XD Flips Table
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Post by Guest Fri Jul 08, 2011 9:51 am

You're right. It corresponds to the folders on the anilist. I tried 06 value equivalent to...

Code:
Note: Landing Step
Amount: 4 Files
06 \ 01_robo_land01.hod
06 \ 02_robo_land02.hod
06 \ 03_robo_stand.hod
06 \ 04_robo_stand.hod
Tail: 633 Bytes

And it did that landing steps. Kudo for the idea. :)

BTW, I apologize for misinterpreting. Pleasee
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Post by CometStrife Fri Jul 08, 2011 11:46 pm

you don't need to apologise, it should be my fault for not talkling properly :D

@Arhuz
wait till i understand better, then I'll post a tutorial about it
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Post by Guest Sun Jul 10, 2011 2:08 am

Just a question? What are the values or strings for movement and disappearing?

When you move you disappear like what Deathscythe does.
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Post by Guest Thu Jul 21, 2011 1:32 pm

One question... I am currently editing a KD-07 ani. here's the situation

RunProc2(0,1, 2,150,30,100,20,0,0,0,0,0)

the value in red is the weapon type right? I know that thunder laser is 14. when I replace 1 to 14, it gives out error. can you explain why?
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Post by Guest Thu Jul 21, 2011 9:42 pm

Try deleting any space with a hex string value of 20 and add the number you want on the runproc2. Because the script is set on a specific KB and hex string ending. If the string passes beyond e.g. 300kb (considering the tail.dat size is 300kb from before) or pass beyond the 3B679 (considering the script ended in that line). due to the tail.dat is too big. It will cause either else if errors, or run time error.
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Post by Guest Fri Jul 22, 2011 3:57 am

Thank you so0o0o much!!! happy!
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Post by CometStrife Fri Jul 22, 2011 4:24 am

yup, mocchikins is correct
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Post by mangak (GONE) Fri Jul 22, 2011 4:32 am

ani master comfirms...then there is no doubts! Dude! Good Job!
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Post by Guest Fri Jul 22, 2011 4:33 am

i need help with something cuz i dont understand what this means..

Code:
Note: Step Left
Amount: 3 Files
09 \ 01_robo_LStep01.hod
09 \ 02_robo_LStep02.hod
09 \ 03_robo_LStep02.hod
Tail: 692 Bytes
--------------------
Note: Step Right
Amount: 3 Files
10 \ 01_robo_RStep01.hod
10 \ 02_robo_RStep02.hod
10 \ 03_robo_RStep02.hod
Tail: 692 Bytes
--------------------
Note: the previous step
Amount: 3 Files
11 \ 01_robo_FStep01.hod
11 \ 02_robo_FStep02.hod
11 \ 03_robo_FStep02.hod
Tail: 692 Bytes
--------------------
Note: Step back
Amount: 3 Files
12 \ 01_robo_BStep01.hod
12 \ 02_robo_BStep02.hod
12 \ 03_robo_BStep02.hod
Tail: 692 Bytes

im trying to edit the dash time(double tapping the arrow keys)to make it longer
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