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Feedback Thread for Animation Related Issues

coldsnappedcoldsnapped Member Posts: 520 Cryptic Developer
Hello, on Tribble we released today a build which has updates made to the backend process of animation in STO. This should not cause any changes in game to how animations play visibly but the updates could cause new issues to surface.

Please use this thread to post any issues you may see. These issues could include how weaponry moves and fires, how clothing such as cloth moves, cutscenes, NPC movement, and structures that move.

Comments

  • malkarrismalkarris Member Posts: 797 Arc User
    edited June 2016
    Something I noticed in the new mission, not sure if its animation related, but you said cutscenes. In the mission Terminal Expanse in the cutscenes starting with the explosion, there were multiple cases of people talking over each other. So basically the audio for one character would play, and then the audio for another character would start. Animation was not playing for talking, no lips moving that I could see. Also, in second run through final cutscene on the Yorktown bridge, everyone was standing in their seats.

    Editted since I went back and played it a second time to see again.​​
    Post edited by malkarris on
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  • nikeixnikeix Member Posts: 3,972 Arc User
    edited June 2016
    Not able to get on Tribble, but can anyone comment on whether or not "going to warp" plays more reliable for them now?

    With shocking regularity I see my ship disappear immediately, then the "space tracks" appear, fianlly the little vortex plays... and sometimes my ship reappears for a moment. It's not game-breaking of course, but I'd love to hear that's been fixed :).
  • stostargatewarsstostargatewars Member Posts: 179 Arc User
    The seductive stance has been replaced with a different stance as well being unable to change the stance to any other.
  • shurato2099shurato2099 Member Posts: 588 Arc User
    The lip synch seemed a bit off, there were times when the lower lip seemed to vanish and leave me staring at the speaker's lower teeth and gums.
  • captainoblivouscaptainoblivous Member Posts: 2,284 Arc User
    edited June 2016
    malkarris wrote: »
    Something I noticed in the new mission, not sure if its animation related, but you said cutscenes. In the mission Terminal Expanse in the cutscenes starting with the explosion, there were multiple cases of people talking over each other. So basically the audio for one character would play, and then the audio for another character would start. Animation was not playing for talking, no lips moving that I could see. Also, in second run through final cutscene on the Yorktown bridge, everyone was standing in their seats.

    Editted since I went back and played it a second time to see again.​​

    I think the "talking over one another" thing was intentional. It really worked well imo to up the dramatic tension in the episode and make it seem much more like a real conversation, rather than a stolid scripted piece.


    EDIT

    I noticed some lipsynching being a bit off and one of my boffs getting stuck in the engineer "fabrication deployment" crouch anim when he was killed trying to deploy something, but nothing other than that.
    I need a beer.

  • saurializardsaurializard Member Posts: 4,404 Arc User
    Another animation problem: you guys managed to break the Caitians' and Ferasans' tail even more.

    It has been many many months since the last time we've been able to change their length and thickness, having it locked on "freaking long" and causing the character creator to lag when trying to change it.

    Now, when you jump, the tail suddenly and instantly gets lifted up, tip pointing upwards.
    Currently, on the holodeck, it only starts to naturally raise up when you begin to fall to the ground after the jump.
    #TASforSTO
    Iconian_Trio_sign.jpg?raw=1
  • frtoasterfrtoaster Member Posts: 3,354 Arc User
    edited June 2016
    nikeix wrote: »
    Not able to get on Tribble, but can anyone comment on whether or not "going to warp" plays more reliable for them now?

    With shocking regularity I see my ship disappear immediately, then the "space tracks" appear, fianlly the little vortex plays... and sometimes my ship reappears for a moment. It's not game-breaking of course, but I'd love to hear that's been fixed :).

    It seems that they are already aware of this issue, but I have no idea when it will be fixed. See the link below:

    http://forum.arcgames.com/startrekonline/discussion/comment/12968240/#Comment_12968240

    EDIT: I just checked Tribble. The bug has not been fixed, but it's different now. The ship doesn't reappear during the final warp-out through the transwarp vortex.

    Post edited by frtoaster on
    Waiting for a programmer ...
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  • frtoasterfrtoaster Member Posts: 3,354 Arc User
    edited June 2016
    1. Someone posted this in the patch-note thread:
      The only problem I see thus far, is that upon stopping from a run, legs freeze mid-air momentarily.
      You can see the character go through three distinct postures when you stop running:
      • the running posture with one foot in the air
      • the semi-crouched fighting posture
      • the stance you had set in the tailor ("Standard", "Feminine", etc.)
      The transition between these three postures is not smooth.
    2. I posted this in the patch-note thread:
      frtoaster wrote: »
      I don't know if this is on your list of issues to address, but for a while now, certain NPCs in the Great Hall on Qo'noS and on DS9 appear to twitch when they return to their standing poses; the transition is not smooth. Furthermore, the NPCs on DS9 loop through their idle animations too quickly; there used to be a longer delay between animations.
      The NPCs in the Great Hall appear to be fixed; the NPCs on DS9 are still glitchy. If you don't know which NPCs on DS9 I'm talking about, they're the ones that walk around, stop occasionally, loop through a couple of animations, and then start walking again.
    3. When unholstering a weapon, the character sometimes draws the weapon twice. It doesn't happen every time, and I'm not sure what causes it.
    4. Orion loincloths still clip through the hips sometimes when the character is using a floater or runs down ramps with the frosted boots on.
    5. I'm not sure if this is related, but when you beam out from Klingon Academy to First City, the transporter chief is facing the wrong way and the top of her head is cut off.
    Post edited by frtoaster on
    Waiting for a programmer ...
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  • saurializardsaurializard Member Posts: 4,404 Arc User
    The lip synch seemed a bit off, there were times when the lower lip seemed to vanish and leave me staring at the speaker's lower teeth and gums.
    I can confirm that mouth movements in close-up windows is weird at best, even when the mouth isn't moving:
    9900_20160623181205_1.png


    #TASforSTO
    Iconian_Trio_sign.jpg?raw=1
  • primar13primar13 Member Posts: 1,896 Bug Hunter
    edited June 2016
    • Switch to Static Stance Button in the New Character Creator is non functional. It Resets the character, but they immediatly move into whatever animation/stance is chosen.
    • Chacters using the Logical Stance immediately place arms behind themselves after they stop moving. There used to be a 3-4 second period where the character just kinda stood there before placing their arms behind them selves.
    • During the TOS Tutorial on the First Map, Captain Garrett is continuously moving forward and backward in his seat during the Sit - Captains Chair Animation Cycle.
    • Garrett seems to jump around during dialogs. No idea what is causing this.
  • primar13primar13 Member Posts: 1,896 Bug Hunter
    frtoaster wrote: »
    1. Someone posted this in the patch-note thread:
      The only problem I see thus far, is that upon stopping from a run, legs freeze mid-air momentarily.

      You can see the character go through three distinct postures when you stop running:
      • the running posture with one foot in the air
      • the semi-crouched fighting posture
      • the stance you had set in the tailor ("Standard", "Feminine", etc.)
      The transition between these three postures is not smooth.


    Similar issues when you go from Walking to Running, there is a Small Studderstep. Also Occurs when starting off on a dead run from a standstill.
  • norcaler2norcaler2 Member Posts: 114 Arc User
    Contacts in the dialog window, particular ones using the Origin bridge as a backdrop, appear to be standing rather than sitting.
  • primar13primar13 Member Posts: 1,896 Bug Hunter
    I'm in the Process of Combing through the Foundry Animation Library and Compiling a list of Broken Animations.

    Will update with more.... its a really tedious process consider i can only have 25 per map....
    • Afraid 1
    • Beam in (undine 2)
    • Beam out (Undine 1)
    • Cleaning/Kneeling
  • frtoasterfrtoaster Member Posts: 3,354 Arc User
    edited June 2016
    primar13 wrote: »
    I'm in the Process of Combing through the Foundry Animation Library and Compiling a list of Broken Animations.

    Will update with more.... its a really tedious process consider i can only have 25 per map....
    • Afraid 1
    Another issue related to this: NPC facial expressions were broken with "Legacy of Romulus". NPCs used to change facial expression depending on their emotional state: angry, afraid, sad, etc. Now, the face remains stiff, even though the body changes pose. Here is an old thread about the issue from 2013:

    Are NPC facial expressions broken?

    primar13 wrote: »
    • Switch to Static Stance Button in the New Character Creator is non functional. It Resets the character, but they immediatly move into whatever animation/stance is chosen.
    Feature request: Can we get a true static stance in the tailor? The static stance on Holodeck isn't truly static: the character sways back and forth, and the eyes blink.

    primar13 wrote: »
    • Chacters using the Logical Stance immediately place arms behind themselves after they stop moving. There used to be a 3-4 second period where the character just kinda stood there before placing their arms behind them selves.
    Also, when they change to the "Thoughtful" stance after jogging or running, the hands clip through the hips.
    Waiting for a programmer ...
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  • sharpie65sharpie65 Member Posts: 679 Arc User
    I noticed that in 'Vorgon Conclusions' (during the 22nd Century) that the Enterprise is actually showing as the Challenger NX-03. Will this be fixed at all?
    MXeSfqV.jpg
  • zalandexzalandex Member Posts: 27 Arc User
    Love the new emotes for Attention and Ponder.
    Many of the emotes in the list seem to do nothing right now, I guess not all of them are implemented yet?

    The speaking animation seems to just move the mouth, while the teeth don't move.
    The Lips of some characters with mouth protrusion at a low number vanish behind the teeth.
  • millybunmillybun Member Posts: 232 Arc User
    edited June 2016
    The seductive stance has been replaced with a different stance as well being unable to change the stance to any other.

    Can confirm this. I'm assuming this is a mistake, since the new stance doesn't fit the theme of the Seductive stance at all.

    If it is intended to replace and it is a stance and not a misplaced animation, then it'd be better off being a completely separate and new stance on its own.

    Pretty sure that'll get noticed quickly if it makes it to Holodeck.

    zalandex wrote: »
    Love the new emotes for Attention and Ponder.
    Many of the emotes in the list seem to do nothing right now, I guess not all of them are implemented yet?

    The speaking animation seems to just move the mouth, while the teeth don't move.
    The Lips of some characters with mouth protrusion at a low number vanish behind the teeth.

    I do kind of wish we had a Ponder 2 instead, as the original Ponder did have a nice repeating "ah, maybe!" moments in its animation that was useful for things like screenshots.

    I'll go ahead and list the emotes I have access to on Tribble that don't have animations apparently attached.

    Beg, Blow Kiss, Cheer, Combadge, Face Palm, Face Palm Double, Jumping Jacks, Paper, Point, Prosper, Push Ups, Rock, Roll Dice, Salute, Scissors, Shrug, Stretch, and Tug.

    Though I don't believe Roll Dice, for instance, ever had an animation in the first place, but I'll leave it added above just in case.

    Special emotes, former c-store emotes and others, I can't test on Tribble as I don't have access to them there currently, so please double-check on those. Specifically, AirGuitar, Bloodwine, Bow, Dance (Ferengi), Dance (Jester), Dance (Shuffle), Frustrated, ItsAFake, Khaan, Pick Me, Shaka, Shoo, and Vulcan Meditation.

    (Also, just a vaguely-related suggestion, but could we get those c-store emotes re-added? I know more than a few people who would have liked to have gotten them.)

    Besides missing animations, some seem a bit weird that I've noticed...

    Mokbara has an odd issue when the start-up part of the animation moves into the main repeating part, when first begun. It repeats a little as if suddenly rewound and started over again when it should have moved on.

    Qapla' and Yell appears to move in fast-forward. Various others seem to move a little fast, but I can't tell if they're maybe unintentionally fast or not, as these two seem to be.

    I believe this has always been like this, but Sleeping doesn't seem to involve having closed eyes, and some species like playable Vulcans show clear signs of breathing while Andorians lie perfectly still.

    Tricorder (Scan), (DataEntry), and (medical) emotes for TOS characters are holding the TOS tricorder incorrectly, clearly unintentional given how hand and fingers are positioned.

    Dance_Fan, while now seeming to finally be a repeating animation (presumably, watched it for a little while, at least), still has the frond fans vanish after a few repetitions, thus doing the fan dance with nothing to fan with.
    Post edited by millybun on
  • frtoasterfrtoaster Member Posts: 3,354 Arc User
    frtoaster wrote: »
    nikeix wrote: »
    Not able to get on Tribble, but can anyone comment on whether or not "going to warp" plays more reliable for them now?

    With shocking regularity I see my ship disappear immediately, then the "space tracks" appear, fianlly the little vortex plays... and sometimes my ship reappears for a moment. It's not game-breaking of course, but I'd love to hear that's been fixed :).

    It seems that they are already aware of this issue, but I have no idea when it will be fixed. See the link below:

    http://forum.arcgames.com/startrekonline/discussion/comment/12968240/#Comment_12968240

    EDIT: I just checked Tribble. The bug has not been fixed, but it's different now. The ship doesn't reappear during the final warp-out through the transwarp vortex.

    I tested this some more. The transwarp animation doesn't look right on Feds or Romulans either. The ship warps out before the vortex has time to reach full size. Also, the ship looks as though it's flying through a hoop rather than taking the transwarp gate to another destination.
    Waiting for a programmer ...
    qVpg1km.png
  • themetalstickmanthemetalstickman Member Posts: 1,010 Arc User
    The TOS Connie has an issue where the nacelles fold up Voyager style when entering and exiting warp. They are positioned correctly in sector space though.
    Og12TbC.jpg

    Your father was captain of a starship for twelve minutes. He saved 800 lives, including your mother's, and yours.

    I dare you to do better.
  • frtoasterfrtoaster Member Posts: 3,354 Arc User
    When the character is using the "Sit" emote, the thighs appear flattened near the hips. This is an old issue that also appears on Holodeck. Type "/emote sit" in the chat window. Look at where the thighs meet the hips. I'm pretty sure no human thigh bends that way.
    Waiting for a programmer ...
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  • frtoasterfrtoaster Member Posts: 3,354 Arc User
    edited July 2016
    Another animation problem: you guys managed to break the Caitians' and Ferasans' tail even more.

    It has been many many months since the last time we've been able to change their length and thickness, having it locked on "freaking long" and causing the character creator to lag when trying to change it.

    Now, when you jump, the tail suddenly and instantly gets lifted up, tip pointing upwards.
    Currently, on the holodeck, it only starts to naturally raise up when you begin to fall to the ground after the jump.

    Another problem: Caitian tails are stiffer and more rigid on Tribble than on Holodeck when the character is running or jogging.

    (I tested this in the morning before today's patch).
    Waiting for a programmer ...
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  • millybunmillybun Member Posts: 232 Arc User
    I'm hoping animation issues are still being investigated here, so I'll mention what I discovered on live now since the expansion release.

    I'd been wondering why all the NPCs that are sitting seem to be sitting forward OUT of their seats, until I applied a sitting emote (specifically in this case the Sit (Captain) one) and discovered that it doesn't really sit you far back enough like it used to. Instead, it seems to seat players and NPCs alike further forward from the sitting point.

    This means you're, at least, sitting on the very edge of a seat or at worse way off the seat and floating.
  • thunderfoot#5163 thunderfoot Member Posts: 4,545 Arc User
    edited July 2016
    I am unsure if this is related but the mining drill animation has become disonnected from the mining minigame. When I start the minigame, my character assumes the stance and approximately a second later returns to a normal stance used between actions. Which I have set as standard. This does not interfere with the playing or completion of the minigame, nor do there appear to be any consequences. This discconnect occurred both on Vlugta with all characters and in the Fleet Mine Holding with the Federation character. I did not check the KDF characters to see if the same effect occurred in the KDF Fleet Mine.

    This lack of the mining drill animation occurred with three KDF characters and one Delta Recruit Federation character on July 9th, 2016 between approximately 19:30 and 20:48 US CDT. My ISP is AT&T. I have the basic level of service. Prior to the release of AoY, this disconnect of the mining drill animation and the minigame did not occur. While I was checking this, it appeared other players were experiencing the same effect. NPCs at the Federation Fleet Mine did not appear to be affected by this disconnect.

    I play STO on an HP Pavilion laptop which has been upgraded to Windows 10.
    CPU: AMD A10-5750M
    GPU: AMD Radeon HD8650G
    A six year old boy and his starship. Living the dream.
  • saurializardsaurializard Member Posts: 4,404 Arc User
    edited July 2016
    The more I play on Tribble and Holodeck, the more I wonder what the devs exactly tried to do with those changes.

    Because the only visible results I see is that most animations that don't consist in moving and shooting are more or less broken in many ways.
    #TASforSTO
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  • where2r1where2r1 Member Posts: 6,054 Arc User
    edited July 2016
    @coldsnapped
    Hello, on Tribble we released today a build which has updates made to the backend process of animation in STO. This should not cause any changes in game to how animations play visibly but the updates could cause new issues to surface.

    Please use this thread to post any issues you may see. These issues could include how weaponry moves and fires, how clothing such as cloth moves, cutscenes, NPC movement, and structures that move.

    Is this now LIVE??? Has this been moved over to Holodeck???

    I am finding some annoying animation related weirdness on Holodeck that did not exist before "the expansion" patch went live.

    I have no idea where you need us to post what we are seeing...."Holodeck Gameplay Bug Reports" or "Holodeck Graphics and Sound Issues" section of the forums.

    Please consider a post similar to this one but on Holodeck side, so people can find it and consolidate our reports. This Vanilla forum is difficult to search through...if one can even get search to work properly, and only if titles by authors make sense (a lot of which do not).

    Most of it on Risa...which I am still doing (and as mentioned above by saurializard) unrelated to combat.
    "Spend your life doing strange things with weird people." -- UNK

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  • sennahcheribsennahcherib Member Posts: 2,823 Arc User
    animation problems (holodeck, like the others, I don't know where I could put this post)

    - relaxed stance is broken, the animation has lost its fluidity
    - animations are too fast.
    - "run" stop after a moment, same thing for the risian floater, "move forward" stops (z key)
    - the TOS boffs don't run
    - driclae pup has a wrong animation (this pet uses now the alien dog animation)
    - when a grenade is thrown, impossible to advance at the same time, like it was possible to do before the patch.
    - when we shoot with a gun, impossible to crouch at the same time, like it was possible to do before the patch
    - jump animation is weird and too slow, same thing when we fall from something
    - risian cruiser wings animation is broken
    - sometimes, the animation used when we throw a grenade doesn't work, the grenade is thrown but there are no animations
  • welcome2earfwelcome2earf Member Posts: 1,746 Arc User
    lol are these animations ever gonna be fixed? Things like NPCS not disappearing when killed/vaped and otherwise will make the Console people LOL and leave.
    T93uSC8.jpg
  • dragonsbrethrendragonsbrethren Member Posts: 1,854 Arc User
    edited September 2016
    frtoaster wrote: »
    Another issue related to this: NPC facial expressions were broken with "Legacy of Romulus". NPCs used to change facial expression depending on their emotional state: angry, afraid, sad, etc. Now, the face remains stiff, even though the body changes pose. Here is an old thread about the issue from 2013:

    Are NPC facial expressions broken?

    Well, now they've been fixed. Kinda hoping they get broken again. They're so exaggerated, I don't like them at all.

    I should note that contacts using these animations are pretty twitchy right now, though.
  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    On holodeck in the Undine Space War Zone I noticed that the animation for the singularity at the Romulan control points are not working. The singualrity always stays inside the ring.

    Has that been fixed on Tribble?
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
  • phenomenaut01phenomenaut01 Member Posts: 714 Arc User
    edited September 2016
    Is there a list somewhere of what animations have been changed, so that we can more effectively look and see what issues there are? (I realize I'm coming into this tread a few months late, but I figured I'd take a poke at things and make some notes if the question is still relevant).

    First thing I spotted:
    When holstering a weapon, the weapon just disappears and the hand remains in the drawn animation for several seconds afterwards. Also, as has been mentioned, sometimes when drawing a weapon, the animation happens twice. This also happens when changing weapons from primary to secondary.

    The Mokbara animation starts, then resets and starts again a few seconds later. Seems to run okay after that.

    Tricorder (emotes) - on KDF toon, the tricorder shows in the animation for a second, and then disappears.

    (request) since we have the flip-a-coin emote, is it possible to have it randomly come up with a heads or tails message in the text? Sort of like Roll Dice comes up with a random number. Just thought it might come in handy and it should be a relatively minor text adjustment.
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