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Re: New Animation - Updates![message #289002] Sat, 13 August 2011 22:57 Go to previous messageGo to next message
LootFragg is currently offline LootFragg

 
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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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Master Sergeant
Re: New Animation - Updates![message #289003] Sat, 13 August 2011 23:03 Go to previous messageGo to next message
PasHancock is currently offline PasHancock

 
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Thanks for comment Wink

I am also thinking about making Super animation for Katana.If merc has MA and Melee traits he can do a super "Head Off Slash" Merc spins around and then quickly tries to cut off someones Head,chance for success is 40% or 50%.this technique could be done by aiming at enemy and right clicking on a mouse button(like spinkick)

Now for some updated Prone shooting :type:

p.s: you need 1 more post for new rank Razz

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First Sergeant
New Animation - Correct Stance[message #289051] Sun, 14 August 2011 23:06 Go to previous messageGo to next message
PasHancock is currently offline PasHancock

 
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I have noticed that current Knife Stances look strange,was googling knife stances and found this

In Ja2,left hand goes back,in all pictures i found,hands go Forward,also he wields knife in different way
http://www.hockscqc.com/blogs/07-08/Wagner_knife2.jpg


http://3.bp.blogspot.com/_qWoDaYtjYZc/SSMrn-0W6GI/AAAAAAAAABs/XqlR7wf38Fc/s320/Knife+fighting+photos+002.jpg

Same stance - wields knife like in Ja2 stance

should i make updated animation just like in picture 1 or 2?Or if you have other suggestions(pictures),post them here

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First Sergeant
Re: New Animation - Correct Stance[message #289052] Sun, 14 August 2011 23:19 Go to previous messageGo to next message
Cell

 
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Re: New Animation - Katana animation![message #289054] Sun, 14 August 2011 23:36 Go to previous messageGo to next message
Cell

 
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Re: New Animation - Katana animation![message #289055] Mon, 15 August 2011 00:04 Go to previous messageGo to next message
LootFragg is currently offline LootFragg

 
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Cell, good job finding that "Realistic animations" thread. I wonder how many animations already exist.

On an unrelated note: It's your problem if you can't deal with imagining a merc hiding like a child. Some want to see close to reality animations in a game that features movie clich

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Master Sergeant
Re: New Animation - Katana animation![message #289057] Mon, 15 August 2011 00:26 Go to previous messageGo to next message
Cell

 
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Re: New Animation - Katana animation![message #289058] Mon, 15 August 2011 01:02 Go to previous messageGo to next message
PasHancock is currently offline PasHancock

 
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I dont know why you against Pinned down animation,Sandro is trying to code it already,this animation will be used when merc is pinned down.About weapon disappearing,this animation will be used only if Merc has Pistol or haven't got anything,well its my thought,i must tell Sandro if he codes this anim for both with riffle and with(out) pistol


edit: Sandro told me that he doesnt want me to make Walking with Weapon Raised animation

[Updated on: Mon, 15 August 2011 01:03] by Moderator

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First Sergeant
Re: New Animation - Katana animation![message #289060] Mon, 15 August 2011 01:14 Go to previous messageGo to next message
LootFragg is currently offline LootFragg

 
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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

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Master Sergeant
Re: New Animation - Katana animation![message #289063] Mon, 15 August 2011 01:33 Go to previous messageGo to next message
Cell

 
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New Animations[message #289064] Mon, 15 August 2011 01:38 Go to previous messageGo to next message
PasHancock is currently offline PasHancock

 
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Thanks Loot for support Smile

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! Very Happy
  • Reading Newspaper(Big and Regular)/Journal(Females)/Comics(Kids) :playboy:
  • Adding Old civilians,New bodytype Very Happy
  • 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

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First Sergeant
Re: New Animation - Katana animation![message #289065] Mon, 15 August 2011 01:43 Go to previous messageGo to next message
Sandro is currently offline Sandro

 
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PasHancock
Sandro told me that he doesnt want me to make Walking with Weapon Raised animation
Wooot? I never said that. Must be some misunderstanding. Walking with weapon raised should be done a long time ago imo, it's a good idea.

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Master Sergeant

Re: New Animation - Katana animation![message #289067] Mon, 15 August 2011 02:01 Go to previous messageGo to next message
PasHancock is currently offline PasHancock

 
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I am going Fishing tomorrow,will be offline for 2 Days!Will miss you guys Sad

But then i will continue making animations,i still have 1 day,i wll start with smoking animation(just will try) and then.....


Slashing Animation Very Happy

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First Sergeant
Re: New Animation - Katana animation![message #289071] Mon, 15 August 2011 06:21 Go to previous messageGo to next message
LootFragg is currently offline LootFragg

 
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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. Very Happy 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. Very Happy 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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Master Sergeant
New Animations[message #289077] Mon, 15 August 2011 11:56 Go to previous messageGo to next message
PasHancock is currently offline PasHancock

 
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Was thinking about making special Sitting for snipers

Quote:
Sitting

Both arms are supported by your legs. Next to the prone position, this is the steadiest position.


http://www.hunter-ed.com/images/graphics/muzzleloader_firing_sitting_position.gif

Quote:
Kneeling

With only one arm braced, the kneeling position is less steady than the prone and sitting positions.


And also special animation for every merc,Kneeling,could be used to Quickly sit on 2 legs,wastes less AP than Sitting but CTH is lowered by 3

http://www.hunter-ed.com/images/graphics/muzzleloader_firing_kneeling_position.gif

What do you think? Wink

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First Sergeant
Re: New Animations[message #289078] Mon, 15 August 2011 12:26 Go to previous messageGo to next message
takami is currently offline takami

 
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I think I'd like the sniper sitting. Smile

But as usual - it really depends on how it looks in the game in the end.

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Private
Re: New Animations[message #289080] Mon, 15 August 2011 13:12 Go to previous messageGo to next message
Cell

 
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New Animation - Knife Throwing![message #289081] Mon, 15 August 2011 13:40 Go to previous messageGo to next message
PasHancock is currently offline PasHancock

 
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Made small updated animation for Big Male,when he throws Knife.Now he throws knife up and then throws at enemy

http://load.hostphotofree.com/16ceffc0f2a1c01b5f084defb038cba3/newthrowingforbigmales.gif


Download Link: Download

Extract M_K_THRO from "!Updated!Throwing Knife(Big male)" folder and put it to Data\Anims\M_MERC

Now that looks totally like a Show-Off!If there will be any requests for making same animation for Females and reg males,ask here

Rate this updated animation please Smile

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First Sergeant
Re: New Animation - Knife Throwing![message #289082] Mon, 15 August 2011 13:49 Go to previous messageGo to next message
Cell

 
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Re: New Animation - Knife Throwing![message #289083] Mon, 15 August 2011 13:56 Go to previous messageGo to next message
PasHancock is currently offline PasHancock

 
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Crouched?

CTH should be lowered by 2 times then and Range too

Will look for other animations to update!

:idea2:

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First Sergeant
Re: New Animation - Knife Throwing![message #289088] Mon, 15 August 2011 16:45 Go to previous messageGo to next message
Gorro der Grüne is currently offline Gorro der Grüne

 
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I'ld prefer the second the first is nonsense

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Sergeant Major
Re: New Animation - Knife Throwing![message #289090] Mon, 15 August 2011 17:20 Go to previous messageGo to next message
PasHancock is currently offline PasHancock

 
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@all

Knife throwing anim has problems,dont use it,the knife is thrown in not correct time!

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First Sergeant
Re: New Animation - Knife Throwing![message #289097] Mon, 15 August 2011 18:47 Go to previous messageGo to next message
LootFragg is currently offline LootFragg

 
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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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Master Sergeant
Re: New Animation - Knife Throwing![message #289099] Mon, 15 August 2011 19:05 Go to previous messageGo to next message
Gorro der Grüne is currently offline Gorro der Grüne

 
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and a merc sitting on his back is nuts he won't really hit

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Sergeant Major
Re: New Animation - Knife Throwing![message #289105] Mon, 15 August 2011 19:37 Go to previous messageGo to next message
PasHancock is currently offline PasHancock

 
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@LootFragg

by saying "Big Impact",what do you mean?

i think i won't go fishing tomorrow,weather is bad,but if will be good tomorrow,then i will go

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First Sergeant
Re: New Animation - Knife Throwing![message #289107] Mon, 15 August 2011 20:11 Go to previous messageGo to next message
Gorro der Grüne is currently offline Gorro der Grüne

 
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how about Shuriken animation?

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Sergeant Major
Re: New Animation - Knife Throwing![message #289108] Mon, 15 August 2011 20:28 Go to previous messageGo to next message
Cell

 
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Re: New Animation - Knife Throwing![message #289114] Mon, 15 August 2011 20:50 Go to previous messageGo to next message
PasHancock is currently offline PasHancock

 
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Found this animation in A.I.M

http://forum.ja2.su/Attach/Images/M_Gesaess_SO_var_2_Demo.gif

I can re-make it,make legs be like in picture,add riffle with hands and aim,move head and back to forward and it is done Razz



Gorro - :maskedsniper: :rant2:

[Updated on: Mon, 15 August 2011 20:51] by Moderator

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First Sergeant
Re: New Animation - Knife Throwing![message #289115] Mon, 15 August 2011 20:53 Go to previous messageGo to next message
Cell

 
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Master Sergeant
Re: New Animation - Knife Throwing![message #289116] Mon, 15 August 2011 20:55 Go to previous messageGo to next message
PasHancock is currently offline PasHancock

 
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ok,i will start making it right now,will make 1 picture and then i will post it here,wait for it

:computer3: :rant2:

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First Sergeant
Re: New Animation - Knife Throwing![message #289124] Mon, 15 August 2011 21:56 Go to previous messageGo to next message
PasHancock is currently offline PasHancock

 
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wow,it is very hard!I cant make it right now,i will try some other time


I am making Katana slashing animation,how should merc slash someone with katana?Should he jump?

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First Sergeant
Re: New Animation - Knife Throwing![message #289127] Mon, 15 August 2011 22:06 Go to previous messageGo to next message
Logisteric

 
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do you want some bloody tex colburn movie? they only do that in bad easterns

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Captain
Re: New Animation - Knife Throwing![message #289132] Mon, 15 August 2011 22:57 Go to previous messageGo to next message
Gorro der Grüne is currently offline Gorro der Grüne

 
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PasHancock



Gorro - :maskedsniper: :rant2:


I'm the guy with the gun

btw this animation (sitting on the bud with a bent back) only makes sense if it is EMH-style
































= muzzle of the shotgun in the own (!) mouth

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Sergeant Major
Re: New Animation - Knife Throwing![message #289136] Tue, 16 August 2011 00:58 Go to previous messageGo to next message
LootFragg is currently offline LootFragg

 
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I can imagine the sitting sniper position to be advantageous when establishing a sniper nest in a building and sitting there for some time. It provides the shooter with a higher shooting point than lying on the ground and is more comfortable than kneeling. It might therefore be suitable for hunters as well, in case they don't have a chair to sit on. I simply don't see the use in Jagged Alliance 2, where movement is important.

Cell
This animation could be used for mercs without energy when moving (instead of lying on ground).
What do you mean?

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Master Sergeant
Re: New Animation - Knife Throwing![message #289137] Tue, 16 August 2011 01:12 Go to previous messageGo to next message
Gorro der Grüne is currently offline Gorro der Grüne

 
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Bullshit! to Sniper You need "Spannung" in the backbone. You can't sniper with a bend backbone.

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Sergeant Major
Re: New Animation - Knife Throwing![message #289142] Tue, 16 August 2011 02:25 Go to previous messageGo to next message
LootFragg is currently offline LootFragg

 
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Well, technically there's a difference between sharpshooters ("Scharfsch

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Master Sergeant
Re: New Animation - Knife Throwing![message #289143] Tue, 16 August 2011 02:29 Go to previous messageGo to next message
Cell

 
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Master Sergeant
Re: New Animation - Knife Throwing![message #289147] Tue, 16 August 2011 02:47 Go to previous messageGo to next message
LootFragg is currently offline LootFragg

 
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I said I won't argue with him, I simply showed my point of view, that's it. I even admit I might be wrong if it improves our mutual understanding. Controversy thread, please steer back towards actual content. Thread: "As you wish, little Luffy." Don't call me like that, just do it.

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Master Sergeant
Re: New Animation - Knife Throwing![message #289154] Tue, 16 August 2011 08:25 Go to previous messageGo to next message
Gorro der Grüne is currently offline Gorro der Grüne

 
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Loot it is always that way. You shoulder "holds" the rifle but Your backbone absorbes the recoil. No tension (?) in the backbone and You shoot the skies not the enemy. Even when You fire from the hip You need tension in the backbone.



Edith: "You hurt Yourself due to the unabsorbed recoil."

Lydia: "Some MGs with tripods may be fired in that position"

Cordula: "But even then it is fatiguing and silly"

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Sergeant Major
New Animation - Binoculars[message #289163] Tue, 16 August 2011 12:31 Go to previous messageGo to previous message
PasHancock is currently offline PasHancock

 
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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

http://load.hostphotofree.com/ad9e5c40a06edd159cc237c0239ff764/binoculars.gif

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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