MZ's handling of effekseer animations

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ToastyCheese

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One of the things which excited me the most about MZ was the integration of particle systems into the animation editor.

Unfortunately in their current state I'm pretty unimpressed. For starters, MZ seems to Fish Eye Lens the ever loving daylights out of the perspective on animations, causing generally bad looking issues with objects in 3d space, and it seems to outright break objects that are created outside of the space it is expecting them to. This is particularly problematic with moving parent generators.

Example:
Here is how this animation appears in Effekseer
BulletExample_001.gif


Aaaand in RMMZ:
BulletExample_002.gif
(Frame Rate obviously lowered by gif capture)

The perspective on the rings emitted by the bullet as well as those stationary to the 'ground' are completely incorrect and look terrible.

There are also weird delays with animations it seems and I haven't yet parsed out what causes them but i'm guessing maybe the complexity of the particle systems? for instance, the system for "FireOne1" which comes in the rtp is 138 frames long with minimal delay between the animations execution and damage processing, while my own wind animation is a 60 frame, but there is a good 2 seconds between it finishing and damage processing in the battle system.

AnimationLagExample_001.gif

It also seems that distortion mapping is not available? The distortions in my projects do not display at all, which is sort of a downer.

The animation editor itself is also substantially less intuitive now as you can no longer see what is happening frame by frame to more easily edit your animations sound and flash timing effects. Further, the removal of the ability to position animations at the center or foot of enemy sprites makes things like the fire animation in the above gif look... well. bad. And no screen Flashes?

Over all, quite disappointed with the implementation of an otherwise great feature for the maker. Hopefully these things can be addressed sooner than later because I really want to start using the new particle system integration to its fullest.
 
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Nohmaan

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Whoa, that animation looks solid.

You have the X rotation in RMMZ set to 20, is it distorted at 0, 0, 0?
 

ToastyCheese

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its even more distorted at 0 lol. and altering the y and z variables outright breaks it with the angle and positioning of all the parts getting discombobulated.

Also thank you for the compliment <3


BulletExample_004.gif
 
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??????

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Wait till you try to have the animations play on mobile... :LZSlol:
 

ToastyCheese

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... I'm almost tempted to put a project on my phone just to see :LZSblush:
 

??????

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I dare you! I Double Dare You!!
 

ToastyCheese

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Sorry for double posting but the more I mess with this, the less sense it makes. Altering the Speed of the animation increases the frames and the average life of particles which seems fine in theory unless you are using effekseer's attractor or gravity functions, which then makes things fall short of where they are supposed to be. and the Scale just does..... weird things. It seems to have a very hard time with complex parent emitter set ups. Sometimes it increases the scale and size of the whole animation, on others it just seems to increase the radius of emitters without adjusting scale and... I just don't have the energy right now to open all the default projects and see why. just. huff.
 

Wyrde

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Hot damn that's pretty sick. I hope they find a fix for this soon...
 

ADMtn

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Still buggy, I suppose. But looking pretty nice overall. Hopefully they'll fix it by the time I finish my MV project. Haha.
 

LeoFreeze

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do you have the file for that effect? can i have it? i want to learn how its made. Please!
 

chrisauger556

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I've been unable to get an animation made in the 3D space to play correctly ingame as well. All the ones I've made in the 2D space though have turned out fine. I'm wondering if the game engine doesn't read the extra dimension of the animations maybe?
 

krakenmaster

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There are also weird delays with animations it seems and I haven't yet parsed out what causes them but i'm guessing maybe the complexity of the particle systems? for instance, the system for "FireOne1" which comes in the rtp is 138 frames long with minimal delay between the animations execution and damage processing, while my own wind animation is a 60 frame, but there is a good 2 seconds between it finishing and damage processing in the battle system.

Sorry to necro the thread, but I ran into this problem recently and discovered that the problem was while everything looked good in the editor at 45 frames, the "Time to live" of my nodes -unbeknownst to me- in the Basic Settings tab was actually like 120 frames. So when I saved my file, it generated that complete 120 frames as the 'animation', creating the huge pauses before damage.
 

GregorDuckman

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One of the things which excited me the most about MZ was the integration of particle systems into the animation editor.

Unfortunately in their current state I'm pretty unimpressed. For starters, MZ seems to Fish Eye Lens the ever loving daylights out of the perspective on animations, causing generally bad looking issues with objects in 3d space, and it seems to outright break objects that are created outside of the space it is expecting them to. This is particularly problematic with moving parent generators.
Big forum necromancy here, but give this a shot!
https://forums.rpgmakerweb.com/index.php?threads/animation-perspective-fix.141233/
 

Shaz

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@GregorDuckman, please refrain from necro-posting in a thread. Necro-posting is posting in a thread that has not had posting activity in over 30 days. You can review our forum rules here. Thank you.

 
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