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| Re: New Animation - Updates![message #289002]
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Sat, 13 August 2011 22:57 
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LootFragg |
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Messages:349
Registered:August 2009 Location: Berlin, Germany |
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I really have to say, apart from every minor detail one could mention about either the sword looking more like a broadsword or the NW position making it look like you're activating a light saber, all in all, it looks pretty fuckingtastic. It's an animated woman with a sword. Yes damn. Good job.
It took me a while to get the "Head & Shoulders" comment. =D
I'm eagerly awaiting the prone aiming animation preview. I'd love to see what it would look like.
For the Katana animation NW, I recommend moving the right arm as she's doing that in every direction. Really move the arm off the body and back to it, you might even display a small part of the blade to her right so it gets evident she's drawing a sheathed blade weapon. Also, moving the shoulders to the left looks great in all directions, try to do that facing north-west as well.
As for the slashing animation, well, first of all, take your time trying yourself on prone aiming. For specific details on slashing ask later once you'll have gotten your head free.
In general, the slashes should be simple, downward slashes from the top right to the lower left, pulled through with no sudden stop as is the case with blunt weapons. The slash involves a lot of physical movement so trying yourself on this you'll quickly find that it's a lot harder than making the stance itself. That's because if you only move the arms it looks silly. For the slash, the woman needs to raise the sword up in the air, behind her head, then slam it down using her entire back AND usually the legs. It's going to be tought and it WILL look stupid at first, so don't fool yourself into thinking it's a quick job.
I'll be there for feedback anytime.
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| Re: New Animation - Katana animation![message #289060]
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Mon, 15 August 2011 01:14 
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LootFragg |
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Messages:349
Registered:August 2009 Location: Berlin, Germany |
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Cell"arms over your" doens't make you bulletproof / protected /immune against
bullets... Well, what makes you bulletproof then? Maybe we can find an animation for that. Force field? See, I'm trying not to be pissed about that but I seem to not like your taste or perception of war and anything that comes with it.
How can you people get so pissy about negligible details? Where is the merc's gun when he tosses a grenade? Well, soldiers have to put their rifle to the side when either going for the sidearm or doing anything relevant that needs freedom of movement. Where's the merc's backpack, his helmet? Why are all surfaces flat? Just don't ask, it's not a combat simulator, it's a game. That's what I keep repeating as a sort of dogma: It's not about realism, it's about intuition. Bullets don't fly like that. But they don't stop in mid-air, that's important, nothing more.
Moreover, this guy is pinned, he is fucking down. Watch the morale system, listen to the comments the mercs make. There is a COWARD personality in the game. Gasket says he's once bitten his toe or something. This game is basically over the top, it's colourful, vibrant and as opposed to actual war it's fun.
Furthermoreoverthemoremoreover, they even teach that in our army, this exact position, hands protecting the neck, mouth open, face down, against close mortar and grenade impact, against cranial overpressure and shrapnel damage. I can't tell you how much it helps but if they actually teach it to soldiers, what are mercenaries supposed to look like?
Anybody who COWERS IN FEAR has actually surrendered. Once the firing stops he might start coming back to life but he doesn't do SHIT as long as there's bullets flying over his head. He's prolly pissing himself, expecting to die there. What is he supposed to look like? Slight nod of the head my ass. Be glad this animation doesn't show them all curled up and sobbing. If you've read about HAM's suppression, you'll know that a cowering soldier is harder to hit from a distance because he tries to make himself as small as possible to avoid being hit. He doesn't see shite, he can't react, he's still vulnerable at short range. That's exactly what it looks like. Face down, head covered for lack of VISIBLE COVER. Remember, it's all imaginary. There is no actual terrain to hide in, it's all flat.
Maybe the entire Bear's Pit is mad at us two for being the only ones to say yes to such an animation, they all expect a professional looking animation of a professional mercenary shitting his pants in a professional manner, looking professional. That's what I mean by Schwarzenegger. If you get suppressed you're about to die. Chances are, you'll get hit eventually. Having been suppressed means there's enough firepower pointed in your direction and you haven't managed to fight it off quickly enough, meaning you don't have the firepower. And you don't have a squad leader, enough men to keep each others' heads up, you're in a losing position. I don't want my losers to look professional. Neither do I want them to bleed in a cool fashion or make cool statements when dying. Headrock explains how suppression is supposed to be. There is no second thought about what would be the perfect move in that situation. Maybe you'd rather survive if you quickly leapt to the side, threw a grenade, then hid behind a rock. But that's for experienced mercs who have suppression tolerance and are thus not too susceptible to the pew pew filling the atmosphere. The others will simply drop (duck / prone) to form a small target and basically try to find a spot that doesn't feel as dangerous as the current one, which distracts them, hence the loss of APs. Those people will eventually die if they don't get immediate help by others.
Man. Seriously. Stop it.
Anyway, concerning auras, indeed, items are glowing, too. I wouldn't replace the message but a visual UI indicator is a nice addition. That doesn't mean the animation is obsolete, though.
Walking around with a weapon raised, I haven't read all of them, only the one by Cheshire cat and he basically only suggests adding the feature, which I fully support. I don't know what animations exist so far but as RoWa21 already stated, they are being made and we shouldn't bother thinking about the issue further.
Edit: Pasha be faster but Lootpost be bigger, ooh!
[Updated on: Mon, 15 August 2011 01:16] by Moderator Report message to a moderator
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| New Animations[message #289064]
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Mon, 15 August 2011 01:38 
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PasHancock |
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Messages:718
Registered:February 2011 Location: Estonia,Tallinn |
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Thanks Loot for support 
I have made up some ideas,to bring some life in Arulco for Civilians
- Smoking Animation,could be good for Males and Females with normal bodytype
- Talking Animation,bring some life to this Game :angel:
- Playing animation,for Kids,dunno what they can play
- Playing animation,for Adults,playing Darts
- Drinking Beer
- Singing/Playing Guitar or other instrument
- Dancing
- Exercising(running)
- Adding Pets in Game - Cats,dogs - New bodytypes!
 - Reading Newspaper(Big and Regular)/Journal(Females)/Comics(Kids) :playboy:
- Adding Old civilians,New bodytype
 - Adding Babies,New bodytype! (very easy,since babies dont do much action)
Its just a wish list,i will try to make some of it,starting with smoking :bandit:
Could use some suggestions
@Cell: Sandro told me,because anim is already in-development
[Updated on: Mon, 15 August 2011 01:40] by Moderator Report message to a moderator
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First Sergeant
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| Re: New Animation - Katana animation![message #289071]
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Mon, 15 August 2011 06:21 
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LootFragg |
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Messages:349
Registered:August 2009 Location: Berlin, Germany |
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Great idea, Pasha. I haven't thought about civilians.
- Smoking sounds great and quite easy to do and if you'd do that for mercs as well, cigar box items could be made consumables, although I doubt anyone will look at idle mercs for a long time.
- Talking animations sound interesting, I'll look forward to that.
- I thought kids were already playing but I guess I'm just mistaking their running animation for playing. You could make them wave a stick or play football with a rock, all in one place of course since real interaction sounds improbable. Same for darts, actually. The NPC needs to know where he is and where he's facing, obstacles, a dart board item, it sounds like it won't be coded. Drinking would be good though if the NPC is in a bar, I agree.
- Playing instruments... I don't know about that. Sounds quite complex. Dancing would look ridiculous but sure, good for laughs. =D
- Exercise... ugh... I assume you want someone to jog along the way but he would need waypoints set for him. If you want to code jogging by random then NPCs could suddenly start doing that and it would probably look weird.
- Pets sounds like a good idea, stray dogs in towns, dogs following people, barking, sounds interesting. But I'm a sceptic. Would they actually be NPCs? So they'd take up space. I even miss civilians standing in my way, I'd probably not even see a dog and wonder why I can't go somewhere, then I'd end up shooting them all.
Otherwise, no collision, just running around, if that works, animals would add some touch to it. Chicken running around on farms. Snakes. Birds? I just don't know if they could be implemented as a sort of background animation so you wouldn't actually interact with them. Anyway.
- Reading came to my mind as well. Easy to do, basically, yet a lot of potential.
- Old civilians... sounds like a whole LOT of work. Grale keeper Yanni in Chitzena could use such an appearance but it might not be worth it.
- Babies.
This game is so going to get censored. Are you sure they should get a bodytype of their own?
I really think your creativity is rocketing off. The more innovative your idea, the harder it will probably be to code it, so I'd say start with simple idle animations like reading, drinking and smoking, which can have a lot of effect. For the rest, my critic senses are tingling.
Well, have fun fishing. See you afterwards.
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| Re: New Animation - Knife Throwing![message #289097]
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Mon, 15 August 2011 18:47 
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LootFragg |
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Messages:349
Registered:August 2009 Location: Berlin, Germany |
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The knife throwing animation looks cool. I agree, small change, big impact. Could be used for mercs with the "Throwing" trait, good job. And yes, I recommend a similar change for all bodytypes.
Concerning the sniper sitting position: Again, I'd stick to the current system. Standing is inaccurate, crouching is halfway accurate, proning is accurate. Anything else is added weight. And if you create an animation of the merc sitting on his behind, you'll have to create animations for sitting down and standing up as well. You can't switch from there to prone as easily. And if you mean to establish a shooting position that costs you APs and makes you more static, go prone, it's the basic premise.
Kneeling is crouching. The only difference is that it's not shown in the mercs' animations. You might change the current crouched aiming stance to the one depicted as for now they're just crouched with their bodies upright.
It MIGHT be plausible to add a stance between crouching and being prone considering the height of a standing merc is 4, a crouching one 3 and a prone merc is 1 cube high. But I bet my ass the effort for coding this is huge and it might just not be worth it seeing as the game doesn't lack a 2-high stance, it works fine as-is. Refinement shouldn't come at large costs which is why I don't post all of my suggestions here. I know they're not going to get done because they're just too hard to deal with.
For a start, don't get your head too much into trying to change the game. I've experienced that it might get frustrating.
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| New Animation - Binoculars[message #289163]
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Tue, 16 August 2011 12:31 
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PasHancock |
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Messages:718
Registered:February 2011 Location: Estonia,Tallinn |
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In game,Binoculars are overpowered,mercs can look through them even when running,so i thought it will be fair if merc had to "aim" with binoculars,like Weapon L + L,only then they will be able to see through binoculars,would be cool if AI had Scouts and we could know if they look through Binoculars or not
Preview
shadow is not finished
I Have decided to make for all Bodytypes Binoculars animation,thats main objective,now i won't make any other animation,i will concentrate on this 1.Only exception is Updated animation,right now i am trying to get rid of "Gangsta" 2 Pistols style shooting from Big male,i will make it more real.
Im kinda dont like it when i make animation for 1 bodytype,and then leave it,now i am starting to work for real!
Every New Animation will have all Bodytypes,all Stances!Starting with Binoculars animation,after Binoculars,I am returning to make all those Unfinished animation - LAW in Prone,Reloading,Grenade throwing in Prone,
LAW in Prone - Not right method of shooting from Rpg,total rework!
Reloading - 2 angles to re-make
Grenade throwing in prone - Hands are ugly!
Katana has to wait
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First Sergeant
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