Llyssa Posted April 15, 2014 Posted April 15, 2014 My biggest confusion is the actual attack now. If you use channeling and just watch the trails on the default(no stance) swing, it makes these big, weird loops that don't follow the blade's(rather boring) side-to-side slice motion.
Casardis Posted April 15, 2014 Author Posted April 15, 2014 -snip- Thanks again for your input. I shall add your whole quote in the first post because it's valuable information which shouldn't be lost! My biggest confusion is the actual attack now. If you use channeling and just watch the trails on the default(no stance) swing, it makes these big, weird loops that don't follow the blade's(rather boring) side-to-side slice motion. Indeed. I think it's something about the animations being quite snappy in the first place, which seems to be what DE's going for. However, the unfortunate thing that happens from that is that you lose all sense of weight and impact, even if you made the screen shake like there was an earthquake.
Casardis Posted April 30, 2014 Author Posted April 30, 2014 Bumping again. The sheathing animations flaw is still present.
Shinobi-kun Posted May 1, 2014 Posted May 1, 2014 I have to bump this more. Decisive Judgement's animations are even worse...IMO.
Casardis Posted June 11, 2014 Author Posted June 11, 2014 (edited) Just giving a little update. I tried messaging a DE dev working on animations, and they confirmed the bug of the "sheath rotating" was, in fact, a bug. They aren't exactly sure how it slipped in, but they are aware of it and will work to fix it. It's probably not in their priority though. Edited June 11, 2014 by Casardis
Casardis Posted August 16, 2014 Author Posted August 16, 2014 (edited) Bumping this topic yet again. The recent Devstream seems to show that the Nikana new animations are still built around the idea of it aiming downward. I can understand if it was an iai strike and holding it sideways, but it obviously looks like it was still making it hold like that, even when they sheath it. The issue of the "twisting sheath" is still occurring to this day by the way, likely due to all animations worked in the same was as the new one, which means not basing them with the idle animation where the blade is upward. Besides that, great work making the downward strike having the blade facing up in the new combos (since the jump attack and ground attack still has the blade facing down). That's the correct way to stab downward with a curved blade anyway, since it allows the edge to slide into the enemy easily, and to slide out as well. Edited August 16, 2014 by Casardis
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