Combo File Dilema
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- jangoisbaddest
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Combo File Dilema
I'm trying to make my character's first attack (the one from IDLE) to have a sizeable delay before the animation and the swing actually takes place. To my distress, the "blend" features seem to cut into the swing animation, completely ruining the attack in the process. I was wondering if there was a way to "add" frames or time between animations...? For example, you click the attack button, and instead of an instant swing, your character brings his weapon up behind his shoulders, like he's getting ready for a large blow, then finally releases after, say one second. In other words, I don't just want an idle delay: I want the delay to stream into the beginning of the next animation (the main attack). I hope I'm making sense.
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MandeRek
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Re: Combo File Dilema
I think the only way to do this is by making animations yourself.
The .combo file can maybe do something.... But I'm not specialised in .combo files...Maybe you can also do something with odf's, like the wookieebowcaster. Make a new force attack, something like saber throw, and how longer you hold the button how harder you'll smash! Something like that.
~ :jango:
The .combo file can maybe do something.... But I'm not specialised in .combo files...Maybe you can also do something with odf's, like the wookieebowcaster. Make a new force attack, something like saber throw, and how longer you hold the button how harder you'll smash! Something like that.
~ :jango:
- jangoisbaddest
- Lieutenant General

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Re: Combo File Dilema
I would hope you wouldn't need a whole new animation just to lengthen the transition into a blow. I see with most jedi/melee attacks, the animation starts without a transition at all: when you click the attack button, the character starts its swing immidiately, without actually moving into the starting position first (looking mildly unrealistic). I'm asking if anyone knows how to make a transition from idle to the first frame of the animation, and make it long.
