Ropcord Posted September 3, 2019 Share Posted September 3, 2019 This is a short list of standout animation issues I've noticed playing as the Operator. I've included recordings for clarity, but may have missed something. For the most part these look like bugs, but some could be intended behavior. Headtracking When you interact with the somatic link as your Warframe, you enter the Operator menu and head and eye tracking seem to work as intended: https://i.imgur.com/TLpP12n.mp4 When interacting with the link as the Operator, neither work the same way. Your head tracks the cursor in the first menu, but not when editing your appearance. Headtracking does not apply to the Operator in missions or relays. This may be intentional, but if the functionality is there in the menu it could also be a bug: https://i.imgur.com/1Gm8dfT.mp4 Sprinting When sprinting as the Operator, pressing the shoulder swap button does nothing: https://i.imgur.com/55SOUVC.mp4 The interact button is similarly unresponsive but less easy to record. Sprinting into the somatic link as the Operator and mashing E does nothing, same with interactables in missions. Idle Animations The default Operator idle appears different in the animation set menu. The operator stands with their shoulders squared and turned slightly to one side, while ingame they stand straight with their arms at their sides. https://i.imgur.com/FeRoY5B.mp4 This default animation plays when the Operator has either no amp equipped or is using a scanner in missions: https://i.imgur.com/epts1ob.mp4 (Scanner): https://i.imgur.com/1lVoanB.mp4 But not in: Captura: https://i.imgur.com/ziYWtGn.mp4 (Scanner): https://i.imgur.com/MnH3Q8C.mp4 Relays: https://i.imgur.com/Vl63Is8.mp4 Dojos: https://i.imgur.com/Fpjvatb.mp4 The Orbiter: https://i.imgur.com/wGgntHB.mp4 ...Where idles seem to work as intended. Firing a void beam with no amp equipped results in a sudden transition back to your selected idle: https://i.imgur.com/aEVNZge.mp4 ...But only in Captura. In a mission, since your selected idle doesn't play, it smoothly transitions back to the default idle: https://i.imgur.com/KWfq9uR.mp4 The recent mainline update adjusted Operator amp idles, but the above bugs remain: https://imgur.com/qIW1zOe These bugs are consistent across animation sets, not limited to Vazarin. The exception is None, which does not have a unique animation associated with it outside of the menu. When holding a datamass as the Operator, left arm animations work properly while walking or sprinting with an amp equipped but not while idle, aiming, or firing: https://imgur.com/ESjZj3H , https://imgur.com/mggnHCy Not a bug, but the selected idle does not affect the Operator at all with an amp equipped, either in Captura or in missions. This seems inconsistent with the way weapons usually work; you would expect amps to have a different idle for each stance, the way primary and secondary weapons do with Warframe animation sets. Other Operator does not have lipsync on mission dialogue: https://i.imgur.com/epts1ob.mp4 Amp position does not properly reset when unequipping a scanner: https://imgur.com/6lMq9zV Upon respawning from falling off a ledge, the Operator briefly becomes a noodle monster: https://imgur.com/vSbzyQs As of the recent mainline, void dashing after transferring out during a bullet jump retains momentum: https://imgur.com/N8x4Bh8 The new haircut showcased in a devstream and more recently the Duviri Paradox teaser made it into the mainline with a placeholder icon and non-functional secondary and tertiary color channels, presumably by mistake: https://imgur.com/YJknkVr Link to comment Share on other sites More sharing options...
Steel_Rook Posted September 5, 2019 Share Posted September 5, 2019 What about the Operator's neck jutting horribly out to the side while sprinting with an Amp equipped? I have the Unairu animation equipped, and this happens all of the time. Eventually, I had to hide it with the Manduka hood. Did they ever fix that? Link to comment Share on other sites More sharing options...
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