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Pretty sure that the only thing that can really be done with the death motions is to try and make them as 'flat' as possible with regard to its resting points so they are all at the same z axis height, and get that Z position on the motion zeroed relative to the ground. The motion editor is not very good for fine work though unfortunately. If that has been done they're as good as can be.I'd presume that the (non) clipping is because there is some primitive mesh collision detection (or use of the pathfinding db perhaps) going on when a motion is performed, in general that would be a sensible approach to stop oddities like the AI falling through the floor or even with half their body through a wall, it's only in the case of death motions that it isn't.
I see only very slight improvement when falling on the face, the assassin still floats about 0.60 game units (vs 0.90 orig). it would be great to get this under 0.1 units.
so, are going to take a shot at the spider as well?
// before I forget, the Rebirth pipe hybrid could use a custom motion as well, his pipe clips into the ground almost completely when slain.
schema Crumple 0, Pipe 0MType GroundActionTimeScale 0.9XYZScale 0motion ogpdiefw 0 500motion ogpdie2 0 500motion ogpdie03 0 500