DMC5 - WIP Female Animations for Vergil (Patreon)
Content
- Update 04-03-2024: Replaced jogging, running and dashing with more feminine animations. I now know how to null out additive/blending animations correctly, so the finger issues with beowulf stance has also been fixed. In addition, running uphill or downhill no longer glitches out, and will work properly. Watch the demo on Youtube to see it in action.
This is available to download for all Cultured Supporters and above under 'February' folder. - Update 2: Replaced all directional strafing with the feminine walking animation and improved the leg twitching. Available to download in Cultured Supporter drive. Please see below for demo video.
- Update 1: All Cultured Supporters and above can download very early version right now under 'January'. I figured that this animation mod is going to take a while, so instead of giving you guys a bunch of animation changes all at once, I will update this post bit by bit as I progress. For now, all default idles, Yamato, Beowulf and Mirage Edge are replaced. Regular walking has also been replaced with a femininised walk, but strafing is still unchanged. Running, dashing and idle events will come soon.
Hi, here are some previews for the Vergil feminine animations, I've replaced walking and idle 1 so far. I still have a ton of things to change, including running, dashing, idle 2, strafing and battle stance.
I'm going to use a different running animation than the one I used for both V and Dante, simply because Vergil always runs around with a weapon in their hands, not to mention it is in their left hand too. I will probably also add a few options for the JCE frame changes.
Video link incase it doesn't embed: https://mega.nz/embed/GdsQFITZ#ceu7-0LoI7Cn8gnUVnZbU8zw08ZlsFciFkY6PnCFOck
Update 2: Replaced all directional strafing during target lock-on with the feminine walking animation and improved the leg twitching.
Demo 2:
Update 1: Replaced Beowulf idle stance with a feminine hip sway idle, some caveats though. There is an override animation layer on the fingers when you use Beowulf, basically it curls up the fingers into fists. Since I do not know how to properly re-inject layered animations onto the finger override, I have decided to null it out entirely. So your character's fingers will unfortunately be flat at all times when you use Beowulf even when punching (I suppose you could pass this off as open finger jab moves you see in martial arts). When walking with Beowulf equipped, your character's fingers will also be completely flat. This is something I'm unsure if it's even possible to change because the way Beowulf animations work is that there is another layer of finger animation on top of all the existing animations, and I don't know how to properly change the top most layer of the finger animation.
Demo 1: