| TFQ FRAME EXPLANATIONS |
| JETPACK |
As the name implies, there is a jetpack power-up in TFQ. Once equipped it can be activated like any weapon or power up and the code will call upon these frames at that time. Do a nice hover animation not too high above the ground plane the model stands on, because it will still call upon the regular attack frames when shooting while airborne and you'll get a noticeable drop down effect. For reference on how high to raise the model check out the Sideswipe2 or Prowl model or just look at this pic. I used the white line at the botom to show the height difference. |
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See, not too much of a rise required... |
Also of note here, the jetpack is an actual model that works much like a weapon model, meaning that you can create your own jetpack model and put it in your models folder with the skin linked just like you'd do a weapon. But I'll cover that more in MISC section. |
| TRANSFORM DOWN |
Also as the name implies, this is where the model transforms into beast mode. Get creative here, but not too creative. There's plenty of frames to pull this off but not enough to do anything really wacky. |
OF SPECIAL NOTE: Since frame 217 is the actual beast mode, it is not necessary to have your last transform down frame be the same. The transform down effectively begins at frame 208 and ends at frame 217, while the transform up will beign with 217 and run through 228. You guys will figure it out ;) |
| BEAST POSE |
This frame will be used as a default pose for your beastie. |
| TRANSFORM UP |
Same deal as TRANSFORM DOWN, but this time going from beast back to robot mode. |
| BEAST STAND |
A standing idle animation for when in beast mode. |
| BEAST RUN |
Run cycle when moving around in beast mode. |
| BEAST ATTACK |
Attack animation, for fire breath in Grimlocks case. |
| BEAST PAIN |
Pain cycle when in beast mode. |
| BEAST JUMP |
What? You think we'd disable jumping in beast mode?The nerve! |
| BEAST DEATH |
Animation called forth by engine when player is killed while in beast mode. |