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Author Topic: [Release] Reverse Right Hand Dual Wield  (Read 1361 times)

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Offline Sieghart

[Release] Reverse Right Hand Dual Wield
« on: October 13, 2015, 05:40:12 pm »
Right Hand Reversed Grip Dual Wielding, Created with help from DeathWatch from Zandronum.

Special thanks to Noonehere for the use of his Reverse Dual Wield Walk/Run Poses
You can find more of his animation edits here: http://mabimods.net/index.php?action=profile;area=showposts;sa=topics;u=4764

Death and I thought the idea of one reverse grip and one normal grip would be awesome for dual wielding, so here it is.
Only skills supported for combat at the moment are defense,counter attack, and normal hit/fh. Please feel free to suggest an idea for smash/bash.

Defence
Counter Attack
Combat Poses
You can lance if you want to, you can leave your friends behind~
'Cause your friends don't lance and if they don't lance~
Well, they're no friends of mine~

Offline Marck

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Re: [Release] Reverse Right Hand Dual Wield
« Reply #1 on: October 13, 2015, 07:42:21 pm »
How about a gif of the animation during combat use?

Offline Sieghart

Re: [Release] Reverse Right Hand Dual Wield
« Reply #2 on: October 13, 2015, 09:05:40 pm »
How about a gif of the animation during combat use?

I uh.. don't know how to make gif's for mabi. I can make a youtube video later if that will suffice?
You can lance if you want to, you can leave your friends behind~
'Cause your friends don't lance and if they don't lance~
Well, they're no friends of mine~

Offline Noonehere

Re: [Release] Reverse Right Hand Dual Wield
« Reply #3 on: October 13, 2015, 09:10:20 pm »
Nice stuff!

You can use Gyazo to make gifs (they won't be HQ gifs though).
▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄
/o/ r200 \o\
body -> chest -> leg1l -> leg1r -> leg2l -> leg2r -> head -> claviclel -> clavicler -> footl -> footr -> arm1l -> arm1r -> arm2l -> arm2r -> handl -> handr
Releases:
Vertical Bow Range Shot [.ani]
Everything I make is here
Flying Star Staff [.pmg]
Weapon Animation Translator Guide
Custom Animation on Clothing Guide
PMG Editor Guide

Offline Sieghart

Re: [Release] Reverse Right Hand Dual Wield
« Reply #4 on: October 13, 2015, 09:50:43 pm »
Added .gif's to original post, sorry if quality is bad but was trying to get everything edited so far covered.
You can lance if you want to, you can leave your friends behind~
'Cause your friends don't lance and if they don't lance~
Well, they're no friends of mine~

chaoticoracle225

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Re: [Release] Reverse Right Hand Dual Wield
« Reply #5 on: October 14, 2015, 05:27:20 pm »
http://blog.bahraniapps.com/gifcam/

I use this program to make all my gifs.
very helpful.

Offline Gokudera

Re: [Release] Reverse Right Hand Dual Wield
« Reply #6 on: October 16, 2015, 01:46:59 pm »
Nice mod. I wish there were more animation mods and such like this. The animations within Mabi could be so much more amazing if they would just update them. The vanilla animations look so old and plain. This definitely has far more style and I'm going to be using it for sure.

Also, nice Sieghart... I miss GrandChase... Well, before it destroyed itself. :P

Offline Sieghart

Re: [Release] Reverse Right Hand Dual Wield
« Reply #7 on: October 16, 2015, 08:56:33 pm »
Edited the combat stance so the left hand sword looks more realistic for a combat pose.

Also, you have my approval for knowing of Grand Chase.  :P
You can lance if you want to, you can leave your friends behind~
'Cause your friends don't lance and if they don't lance~
Well, they're no friends of mine~

Offline BrennanM

Re: [Release] Reverse Right Hand Dual Wield
« Reply #8 on: January 20, 2016, 09:01:43 am »
Firstly, GC is life. #LongLiveTheChase

Anyways

Is this mod being updated? I noticed when you get a critical hit (or any attack that knocks the enemy away), the sword faces forward again. Bit annoying.

I LOVE the combat pose. It's smexy

Idea for assault slash: Essentially you run to the enemy and then perform the counter-attack swing. Simple idea but it sounds awesome in my head

Bash Suggestion: Despite the attack only hitting once, I think dual attacks would be epic. Ever played Lord of Apocalypse? Great game, Japanese only tho (emulators for lyfe). If you can find a video of the twin-blades when they're separated, that's an idea. Obviously edited a bit to fit the reverse right hand wield.

PS: This mod looks awesome with the doppelganger skill (Is that what it's called?)


Offline Sieghart

Re: [Release] Reverse Right Hand Dual Wield
« Reply #9 on: January 20, 2016, 04:43:37 pm »
Not sure what you mean by the sword flipping when you land a critical as there is no custom attack animation for critical hits, but we just tested a full combo and didn't notice the sword flip upwards when knocking stuff back. As for bash... it's a bit difficult to make anything that assumes dual wielding, because there is only a 1h ani for bash and a 2h ani for bash. So any edits for dual wielding would make all other 1h look weird.

We are looking at mirroring the swords so that the left hand is the one flipped so that bash and other things might prove to be easier to work with in edits
You can lance if you want to, you can leave your friends behind~
'Cause your friends don't lance and if they don't lance~
Well, they're no friends of mine~

Offline BrennanM

Re: [Release] Reverse Right Hand Dual Wield
« Reply #10 on: January 20, 2016, 07:35:03 pm »
I mean the crit that ends a combo prematurely.

IE: 4h combo gets cut short at 2-3h due to a crit hit. Any attack that pushes the enemy back. Also WM is using the default anim. Maybe I just needa redownload the mod.

As for bash, it was just a thought. I'm no animator so xD

Good luck, love the mod so far c:

Offline Marlixin

Re: [Release] Reverse Right Hand Dual Wield
« Reply #11 on: February 22, 2016, 08:14:35 pm »
Not to revive an otherwise dead post but I felt this question deserved some answers.

First thing I should state is I've been helping Sieg work on this project from the start, mostly with the animation tweaks themselves. So when I say things as though I am directly involved this is because I am, and Sieg can verify this.

As far as I can tell the knock back animation is the same regardless of what you are holding.
(I could be wrong as I've never looked for knock back ani's specifically)
Which means with the way an animation edits work changing the off hand from its vanilla orientation could have undesired side effects. The primary example of these side effects being that any item held in that hand would under go a similar rotation along the Y axis.
This doesn't sound to bad until you picture the same knock back animation causing the gun of the off hand to suddenly turn upside down and backwards.
If someone has worked closer with knock back animations and this is incorrect do let me know.

The problem presented here is similar to how mounting a nimbus causes you hold a staff, sword, guns or anything else in the same position. Ideally we would like to make changes for everything to make it look perfect, but the damage it causes to other weapons when the animations overlap makes this unrealistic.
As seen specifically in the case above where literally every weapon in the game uses the same animation.

As for windmill we had looked at editing it multiple times and ultimately failed to see how any movement other then the ones the character already makes would directly benefit the attack.
Holding the sword backwards and attempting to point it straight out would cause you to have to bend your arm in some way. This bend would ultimately cause the Diameter to shrink on that half of your body, this is true of virtually every other imaginable position for either hand.

Ultimately when dual wielding windmill is basically one giant Zelda style sword spin, so logically regardless of preferred sword stance you would want both swords forming as large of a windmill as possible.
I suppose if absolutely insisted upon, we could post a separate file that includes a windmill tweak. We just had not seen a point in changing it thus far.

As for bash we addressed that concern by switching which hand was reverse gripped. I'm not certain if Sieg has posted version two yet but it changes all of the animations to flip the opposite sword, this edit includes bash.
To also answer BrennanM's original post about a custom bash, while making version two we found that there is literally one shared bash animation for all one handed weapons. So rather then creating a custom animation we tweaked the off hands rotation for the original animation.

Bash would of suffered the same problem as knock back if it weren't for the fact that currently, only swords can be dual wielded.
As a fun side note If they ever release a mission that allows Shamala to bash the axe in her off hand will rotated.

I hope this addresses some concerns by the handful of players that have used this edit so far, keep feeding us ideas for stance changes we will try to make them happen.
(this can apply to anything not just dual wield, no promises though.)

As for assault slash I haven't really figured out how to edit a models spacial position without getting a rubber band effect. Anyone that has worked with the animations and seen this will know immediately what I mean.

Offline PhuLing

Re: [Release] Reverse Right Hand Dual Wield
« Reply #12 on: April 08, 2016, 02:07:31 pm »
I literally just heard of mods for Mabi today and I've been on and off since g8
Just made a mabimods account and haven't modded anything yet but I always felt like the animations in Mabi were kinda weird.
And this idea right now might seem weird too but, is it possible to swap the Smash animation to the Blaze one? (as in the magic skill Blaze?)

In my head, I see a single sword drawn and slashed to get that kind of "samurai dash slash" kind of effect.
Like Virgil from Devil May Cry. Idk if it would /really/ look good but I'm no animator and haven't looked into /how/ to mod yet but I'll get to that later today. Idek if it's possible to swap the magic animation into the combat one. But idk, just a thought.

Offline Lady Playtime

Re: [Release] Reverse Right Hand Dual Wield
« Reply #13 on: April 08, 2016, 02:14:39 pm »
Not having tried that, but I get the feeling it won't be as simple as swapping blaze with smash to get that effect.

I imagine you'll need some editing done for the animations to get exactly what you're looking for.
Entirely possible mod to make though.
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Offline Sieghart

Re: [Release] Reverse Right Hand Dual Wield
« Reply #14 on: April 13, 2016, 11:06:53 pm »
I literally just heard of mods for Mabi today and I've been on and off since g8
Just made a mabimods account and haven't modded anything yet but I always felt like the animations in Mabi were kinda weird.
And this idea right now might seem weird too but, is it possible to swap the Smash animation to the Blaze one? (as in the magic skill Blaze?)

In my head, I see a single sword drawn and slashed to get that kind of "samurai dash slash" kind of effect.
Like Virgil from Devil May Cry. Idk if it would /really/ look good but I'm no animator and haven't looked into /how/ to mod yet but I'll get to that later today. Idek if it's possible to swap the magic animation into the combat one. But idk, just a thought.

Something like this would be possible, but it wouldn't be a swap...
You would be editing a smash animation to replicate the blaze one to a fitting animation for smashing.

 It is possible to make as Playtime says, but at the moment I have been busy with school and haven't been on Mabi lately much less modding and my friend whom I create mods with is also on hiatus.
Whenever we have free time again we could look into trying something like this, unless someone actually decides to make some new animations before then.

You can lance if you want to, you can leave your friends behind~
'Cause your friends don't lance and if they don't lance~
Well, they're no friends of mine~

Offline Noonehere

Re: [Release] Reverse Right Hand Dual Wield
« Reply #15 on: April 17, 2016, 07:46:54 am »
I literally just heard of mods for Mabi today and I've been on and off since g8
Just made a mabimods account and haven't modded anything yet but I always felt like the animations in Mabi were kinda weird.
And this idea right now might seem weird too but, is it possible to swap the Smash animation to the Blaze one? (as in the magic skill Blaze?)

In my head, I see a single sword drawn and slashed to get that kind of "samurai dash slash" kind of effect.
Like Virgil from Devil May Cry. Idk if it would /really/ look good but I'm no animator and haven't looked into /how/ to mod yet but I'll get to that later today. Idek if it's possible to swap the magic animation into the combat one. But idk, just a thought.
Blaze is split into 2 parts so a simple swap won't look so good.

I'll try to make a "samurai dash slash" kind of effect animation. It'll post again (or make a new thread) when I get somewhere done.
▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄▀▄
/o/ r200 \o\
body -> chest -> leg1l -> leg1r -> leg2l -> leg2r -> head -> claviclel -> clavicler -> footl -> footr -> arm1l -> arm1r -> arm2l -> arm2r -> handl -> handr
Releases:
Vertical Bow Range Shot [.ani]
Everything I make is here
Flying Star Staff [.pmg]
Weapon Animation Translator Guide
Custom Animation on Clothing Guide
PMG Editor Guide