Operation Tien Animation Thread
Righty, after a day of careful thinking with this tien, im going to try out this system. Basicly, we have the entire list of required animations (more may be added if needed) and the description for each. Now if a willing animator wishes to help me with this, all they need to do is PM me for the current .MDL i have compiled. Once there all set, they can simply pick off some animations on the list and once done, repost the list with the completed animations marked as done, for example:
Ref_Powerup_Charge
if we finished that, we would change it to
Ref_Powerup_Charge
Animators can also post to "Tag" whole sections of animations for themselves before doing them, to stop any further confusion, this is represented by blue text, for example, if i wished to tag all the run animations, it would look like this:
run
run2
turbo_run
run_backward
Im hoping this kinda system allows anyone wanting to do animations can have access and yet keep the animations being done in some form of order and of course making sure people dont end up doing the same animation and wasting there time. obviously im still so-so about this, so any reccomendations would be nice :0)
-OPERATION TIEN-
- Animation list-
________________________________________________
// 218 sequences
look_idle
idle
deep_idle
run
run2
turbo_run
run_backward
walk2handed
walk
walk_backward
jump
long_jump
back_flip
grabwall_forward
walljump_forward
grabwall_back
walljump_back
grabwall_left
walljump_left
grabwall_right
walljump_right
swim
treadwater
swim_backwards
ref_powerup
ref_powerup_charge
fly_powerup
fly_powerup_charge
fly_idle
fly_forward
fly_backward18
fly_left
fly_right
fly_up
fly_down
fly_fall
swoop_up
swoop_down
swoop_left
swoop_right
swoop_forward
swoop_backward
ref_block
fly_block
ref_forward_swataway
ref_right_swataway
ref_left_swataway
tumble_forward
tumble_forward_recover
tumble_back
tumble_back_recover
tumble_left
tumble_left_recover
tumble_right
tumble_right_recover
lay_ground
lay_ground_recover
lay_ground2
lay_ground_recover2
die_fall_up
die_fall_up_hit
die_fall_down
die_fall_down_hit
ref_shoot_bean
ref_shoot2_bean
ref_aim_bean
ref_aim_dragonball
ref_shoot_dragonball
shoot2_dragonball
ref_shoot_kiblast
ref_shoot2_kiblast
ref_charge_genericbeam
ref_control_genericbeam
ref_shoot_genericbeam
ref_beam_push
-Waiting for soundpack-
_________________________
change_long
change_normal
change_finish
_________________________
ref_charge_Tribeam
ref_shoot_Tribeam
ref_control_Tribeam
ref_charge_Dodompa
ref_shoot_Dodompa
ref_control_Dodompa
ref_charge_solarflare
ref_shoot_solarflare
____________________
Animations to be confirmed
ref_autopunch
ref_autopunch_hit
ref_autopunch_hit_back
ref_autopunch_spin
ref_autopunch_block
ref_stance
ref_stun
ref_grapple
blow_down
blow_up
blow_left
blow_right
blow_kick_front
hit_blow_back
hit_blow_back_recover
hit_blow_front
hit_blow_front_recover
hit_blow_down
hit_blow_down_recover
hit_blow_up
hit_blow_up_recover
hit_blow_left
hit_blow_left_recover
hit_blow_right
hit_blow_right_recover
left_weak_attack1
left_medium_attack1
left_strong_attack1
left_weak_attack2
left_medium_attack2
left_strong_attack2
right_weak_attack1
right_medium_attack1
right_strong_attack1
right_weak_attack2
right_medium_attack2
right_strong_attack2
top_weak_attack1
top_medium_attack1
top_strong_attack1
top_weak_attack2
top_medium_attack2
top_strong_attack2
bottom_weak_attack1
bottom_medium_attack1
bottom_strong_attack1
bottom_weak_attack2
bottom_medium_attack2
bottom_strong_attack2
left_weak_attack1_hit
left_medium_attack1_hit
left_strong_attack1_hit
left_weak_attack2_hit
left_medium_attack2_hit
left_strong_attack2_hit
right_weak_attack1_hit
right_medium_attack1_hit
right_strong_attack1_hit
right_weak_attack2_hit
right_medium_attack2_hit
right_strong_attack2_hit
top_weak_attack1_hit
top_medium_attack1_hit
top_strong_attack1_hit
top_weak_attack2_hit
top_medium_attack2_hit
top_strong_attack2_hit
bottom_weak_attack1_hit
bottom_medium_attack1_hit
bottom_strong_attack1_hit
bottom_weak_attack2_hit
bottom_medium_attack2_hit
bottom_strong_attack2_hit
left_weak_attack1_block
left_medium_attack1_block
left_strong_attack1_block
left_weak_attack2_block
left_medium_attack2_block
left_strong_attack2_block
right_weak_attack1_block
right_medium_attack1_block
right_strong_attack1_block
right_weak_attack2_block
right_medium_attack2_block
right_strong_attack2_block
top_weak_attack1_block
top_medium_attack1_block
top_strong_attack1_block
top_weak_attack2_block
top_medium_attack2_block
top_strong_attack2_block
bottom_weak_attack1_block
bottom_medium_attack1_block
bottom_strong_attack1_block
bottom_weak_attack2_block
bottom_medium_attack2_block
bottom_strong_attack2_block
ref_start_throw
ref_start_swung
ref_swinger_slow
ref_swinger_fast
ref_swinger_letgo
ref_swung
wall_collide
wall_idle
wall_autopunched
wall_attacked
wall_recover
combo_1
combo_1_hit
combo_2
combo_2_hit
combo_3
combo_3_hit
_____________________________
Current contributing Animators
TehMuffinMan
Ice Man
Nuttzy
ReCkOnInG of FirE
Lord Killmore
_____________________________
As you can see, Ice Man is providing a little help, thanks champ o/
Also, if any further animators work on this, feel free to add your name to the contributors with animation updates :0)
Im tagging all the weapons now since melee anims are not guarenteed to be in 1.3