Project yasuo animations.
His Q, W, And E Are slower than the other skins animations and it really does implement the game. Sometimes i die because i can't get my q off, Ect. Please look into this!
His Q, W, And E Are slower than the other skins animations and it really does implement the game. Sometimes i die because i can't get my q off, Ect. Please look into this!
Hey friends!
It's update time! :D
We've been having some discussions and have done some deep diving into what the underlying issues are. I've been working with Griftrix to determine what the heck's been going on with this guy! We've been looking through this video as a reference point!
Griftrix is way better at explaining this than I am, so I've kindly asked him to give a breakdown as to what's going on and what we've done to solve the issues we've found:
Hi!
Griftrix here, lead animation programmer for LoL and tech lead of the Champion team, and guy who worked on Yasuo to help get his sword sheathing and other animations working well (from an technical non artistic standpoint). Katey pinged me this morning and I looked at that video over and over, as well as loading up both skins in our tools and in game with a frame by frame look, as well as looking at the actual animation files that they use. I'll break down some of the things I saw and let you know what's up.
First thing, the snappyness of the Q animation. The base and skin are using the exact same animations here. I looked at the blend times, and they are using the exact same blend times. HOWEVER, the blend time from Idle1 and Idle2 didn't match for a few animations (including the Q). The blend time from Idle2 was .2 seconds into the Q, and .1 seconds from Idle1. The beginning of these idle animations will look REALLY similar, so I think the video just got unlucky and captured a blend out of Idle2 for PROJECT, and a blend out of Idle1 for base. In any case, I've gone and made the blend times match for both idle animations. This should fix up that problem and make it always super snappy.
For the auto attack timing. I dug into this one deep. They are using different animations for the auto attacks, but the hit frames look very very accurate on my machine. I tested with low and high attack speed, at normal play rate and slow motion. It is however true that the cadence of some of the animations are different in the PROJECT version. It was noted that the pre hit time has different timing for the sword, and this is just how the animations are created. The discrepancy in the hit frame in the video (when the damage happens) can be best explained by me as a latency issue. A change in latency would make the 2 skins appear to behave differently. The local player plays the animation on their computer, but the damage doesn't happen until the server sends the damage message, which is latency variable (ping). I also want to let everyone know that our animations DO NOT drive gameplay. The hit times of spells is totally in the spell properties, and have nothing to do with the animations. The animations just describe the gameplay. I also dug into the code and stepped through with the debugger to make sure that the spell has the right properties set for the auto attacks, and everything looks fine to me. I have not found a bug here yet, just different animations and likely latency changes when capturing.
The E dash animations. This part of the video is an incredibly unfortunate capture timing. The two skins do NOT have different dash animations. They are literally using the same animation files. In the video, the base skin happens to be sheathing the sword when the dash happens, so you are seeing that upper body animation instead of the dash animation. This is a bug, and I've talked to the designer about fixing it. It should be fixed in the next patch, so thank you for the call out.
To be extra clear about about the damage being applied. I am sure the damage is being applied in the same way for the base and skins. The animations have nothing to do with the actual timing of things, but it is true that different animations can make things feel different without actually being different.
Thanks so much for the video. It was really useful.
-Griftrix
We're in the process of looking into the animations. :)