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Re: New Animation - Standing[message #289920]
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Sat, 27 August 2011 14:02
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LootFragg |
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Messages:349
Registered:August 2009 Location: Berlin, Germany |
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Oi, good luck regarding the university time-out. By the way, I can't see any pictures for "Alternative pistol / rifle shooting" or the icons for that matter. Would you mind checking if you can re-post them?
Concerning the interface feature of having different iron sights per weapon, I don't think you should get into detail too much. Two guns rarely share the same sights if they don't belong to the same "family", various guns have switchable sights for different distances, there are lots of different aimpoint projectors, each having its own look. Then you could include laser modules, differentiate between all the scopes and there will still be issues true gun nuts might consider incorrect. So keep the number of iron sights low, same basic principle as with creating animations for different weapons. There's no need for separate MP5SD and SCAR-L animations, both are rifle-types on a rough JA2 scale, just saying.
And you're doing a great job, I can finally assure you that once again. =D
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Re: New Animation - Standing[message #289921]
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Sat, 27 August 2011 14:11
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PasHancock |
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Messages:720
Registered:February 2011 Location: Estonia,Tallinn |
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LootFraggBy the way, I can't see any pictures for "Alternative pistol / rifle shooting" or the icons for that matter.
Go to first page,there,open spoiler.With icons,well,they don't work,i dont know why
Sights are very easy to make,yet hard to Code,for sights it can take 1 hour.as ChrisL and Bob told me,it is very hard to code them,while Cell told me if it could be implemented,he suggested a special Key(On Keboard) to change between sniper Scope,Laser Sight,Iron sight,reflex sight.
But i dont know who can implement cursors,they are hard to implement
3 angles of raising is done,after raising,its Aiming and then,i will give a download
Hope to finish today
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First Sergeant
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Re: New Animation - Standing[message #289947]
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Sun, 28 August 2011 00:06
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PasHancock |
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Messages:720
Registered:February 2011 Location: Estonia,Tallinn |
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was checking standing in game right now,in Peaceful time,it looks normal,but in Combat mode(if speed of Mercs is 0.0) north and north-west side looks very strange,this animation looks very weird,i dont know if i will finish it,but we will see.
I will not try to update 1 aiming cursor and also will try to make updated animation of reg male pistol shooting,i want every bodytype to shoot from pistol,while holding it with 2 hands.
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First Sergeant
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Re: New Animation - Standing[message #289955]
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Sun, 28 August 2011 04:52
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LootFragg |
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Messages:349
Registered:August 2009 Location: Berlin, Germany |
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Well, what exactly do you mean? Do you want pictures of people holding pistols from several angles or are you looking for different ways of holding a pistol?
Wikipedia pictures
Something like that? From left to right: - Standing upright, feet aligned parallely. Basic stance commonly used for shooting pistols accurately on range.
- Standing crouched, providing smaller target. Legs are angled, front towards target. Commonly used when wearing ballistic protection.
- Same as 2nd image, front view.
- Front not towards target, main arm straight, shoulder pulled back, supporting arm angled, shoulder forward, one leg forward. Intuitive position, allows for movement.
[i]Note: Proportions not accurate.
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Re: New Animation - Standing[message #289967]
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Sun, 28 August 2011 13:32
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PasHancock |
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Messages:720
Registered:February 2011 Location: Estonia,Tallinn |
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LootFraggWell, what exactly do you mean? Do you want pictures of people holding pistols from several angles or are you looking for different ways of holding a pistol?
Wikipedia pictures
Something like that? From left to right: - Standing upright, feet aligned parallely. Basic stance commonly used for shooting pistols accurately on range.
- Standing crouched, providing smaller target. Legs are angled, front towards target. Commonly used when wearing ballistic protection.
- Same as 2nd image, front view.
- Front not towards target, main arm straight, shoulder pulled back, supporting arm angled, shoulder forward, one leg forward. Intuitive position, allows for movement.
[i]Note: Proportions not accurate.
no,no,i mean Pistol Standing,merc not aiming,just standing with a pistol
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First Sergeant
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Re: New Animation - Pinned Down![message #289995]
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Mon, 29 August 2011 11:38
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LootFragg |
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Messages:349
Registered:August 2009 Location: Berlin, Germany |
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Nice job, I believe the pinned animation will definitely add to the game even though it is rarely seen. Well, even better.
Holstering: Remember there are LBE holsters so if you're holding guns in your hand slots they count as actually being in your hands, so no holstering the gun in liberated sectors unless the player tells the mercs to. However, do I recall correctly that if you take a gun out of a merc's hands, he will actually play a very short animation where he takes his hands down or am I wrong? I'm thinking about holstering animations and if they would actually be possible. The game doesn't know where you're putting the gun when moving it from the hand slot to your mouse pointer slot and in case you want to throw it right out of your hands it would look kinda stupid if the merc holstered the gun before throwing it.
I think holstering animations might be a bitch to implement considering this.
Anyway, gun stance, I think I know what you mean. How a merc stands while holding a pistol in his hands in case there are enemies about, correct? If the sector's empty he'd probably just let the arms hang and keep the gun to his side. If not, the hands would probably both support the pistol and he wouldn't stand entirely upright. There are multiple ways of holding a gun, especially a pistol. I'd just use the "coolest" (by looks), doesn't have to be functional as this would be relative to the situation one is in anyway.
Close to chestFor example, this is a way to hold a pistol, arms bent all the way, the gun is right in front of your chest. To aim, you simply stretch out the arms. One advantage of this is that you never point the muzzle in any other direction but strictly forward, which means it's quite impossible to shove the gun away as an attacker in closed quarters.
You will agree that this could look very stupid in Jagged Alliance 2 and not actually fit since you're basically always pointing the gun at somebody. Given JA2's dimensions there is no confined space so you better use wide animations with lots of movement and thus action.
Also, this is no low-ready position, the gun isn't "low" at all. It's a pre-action position rather used for keeping someone in check or entering a confined space.
Click the picture to get to another picture of that stance. >>> Close to body, low readyMan, I can't believe how hard it seems for me to find decent pictures on the internet. If everything was as simple as getting porn, school work would've been a breeze.
This is a comparable stance, the main difference being that the muzzle points to the ground. The guy looks as if he serves as a police officer of some sorts. Notice how he protects the neck by lowering the head and pulling the shoulders up. This is kind of a small movement with a lot of visual impact. Mercs sticking their head out don't look aware of the dangers around them. Keeping the head down a bit in a half suspicious, half paranoid manner suits the overall combat ambience, that's why rifles in JA2 tend to look better on mercs than pistols, the head is bent down slightly to get behind the sights.
I don't recommend this stance although it would really look somewhat amazing to see it on a sidearm professional and I'd probably always equip the Gunslinger trait if it made my chumps look like pros. But the effort is pretty enormous. You need the stance, they need to move like that, walking and running, you need animations when going crouched, raising the gun, it's a load. That's what I mean!Exactly, I'm looking for low ready pictures and that's what I find without having found a decent pic of someone holding a pistol towards the ground with stretched arms. The internet is for porn. Lol.
And what the Christ, she can't hold a gun like that, I'm going to report this to the transnational committee for improper gun handling in porn mags. This is outrageous! Yaddayadda! Low readyThis seems to be the best I'm able to find. I should definitely attend a Google image browsing class or something. Disregard the Freddie Mercury moustache and the overall... blockbusteriness of this rather weird picture. It's approximately what I expec... nah, it's...
Anyway. This is what I recommend for JA2. Not exactly THIS, the arms might be stretched slightly less than in the picture, not crazy-bent, but angled a bit, because it's an idle position after all [Edit: Thinking about it, I didn't mean angling the arms but simply letting them hang a bit more.], the gun in front of the body, pointing down to the ground like in the picture, left leg forward, tip of the foot pointing forward, right leg back and foot angled off to the side a bit (<90
[Updated on: Mon, 29 August 2011 11:47] by Moderator Report message to a moderator
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Re: New Animation - Pinned Down![message #290009]
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Mon, 29 August 2011 13:36
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LootFragg |
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Messages:349
Registered:August 2009 Location: Berlin, Germany |
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Good comparison.
Alright, I'll call it Gontarsky. Gontarsky, the careless perspective demonstration golem. Step 2? Step 3: Profit.
Edit: Wow, you're fast. Creepy. The arms might be a bit too long. Keep the gun a bit closer to the body and a bit more angled towards the ground. But wow!
Editing the Edit: In case of right-handers (which we presume them all to be because drawing lefty animations might be tedious) the gun is more on the right side. The main shoulder (right) is the rear one, not much but enough to make the left arm get angled, more than the right one. If you keep the gun on the merc's right side, the stance looks less tense. When you're facing a target, you've got tension in the body, the gun points in target direction. If you tell someone to stand like this for a while the body will loosen up a bit and the gun moves to the right due to the upper body relaxing and the rear shoulder moving back a bit. That's the difference between keeping the head covered but shoulders pushed forward and simply standing upright, the neck all relaxed, shoulders back.
Edit 2: And yes, for everyone, it doesn't look too professional. Hm. But good point, I'd like to keep all animations in to create more diversity. But how will the game assign animations? A randomly or specifically assigned factor like the big male holding the rifle in one hand? That might be cool. And ... maybe... it might be interesting to see troops and elites behave differently, maybe even with a certain probability. Elites will always hold a pistol in both hands, troops might (50/50). Same for militia. And mercs could get a prof.dat-whatever entry like the strong male one-handed machine gun thingy. Players could choose on IMP creation. Could even require a minimum marksmanship etc. value. Huh, this is interesting.
[Updated on: Mon, 29 August 2011 13:51] by Moderator Report message to a moderator
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Re: New Animation - Standing[message #290016]
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Mon, 29 August 2011 14:39
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LootFragg |
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Messages:349
Registered:August 2009 Location: Berlin, Germany |
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Place the pistol in front of the crotch, not as much to the left, facing downwards. Don't angle the right arm as much, it's the left arm that has an angle.
Do not pull the right shoulder back. It IS behind the left shoulder, but it is also pushed forward, both of them are, so in that angle it is located somewhere below the head, a bit off to the left but not as much.
Move the head forward a bit, it will look more natural.
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