Jump to content


Photo

Needed for Standalone: Animated Werebeast


  • Please log in to reply
213 replies to this topic

#201 Springheel

Springheel

    Creative Director (retired)

  • Admin
  • 36015 posts

Posted 06 December 2016 - 12:19 PM

The rough terrain will hopefully be taken care of by the in-game IK.

 

 

I don't think the arms have any ik settings by default.

 

The old wearbeast did have a crouched version, but it was always crouched, so there was no need for transition animations, which would need code support.


Posted Image

#202 Destined

Destined

    Advanced Member

  • Member
  • PipPipPip
  • 1024 posts

Posted 06 December 2016 - 01:44 PM

I am not sure, if I know the old version you are talking about. The walking animation I got from Diego is kind of hunched, but it is not nearly on all four, so reverting to this pose would look silly. Here is a comparison between the starting position in the walking cycle (left) and my running cycle (right).

https://www.dropbox.....35.59.png?dl=0

Maybe I should really just create a running animation without including the arms...

 

But just remembered, that my "searching" position is also more crouched than the walking cylce:

https://www.dropbox.....43.21.png?dl=0

Do you think, this might also pose a problem?


  • Anderson likes this

#203 Springheel

Springheel

    Creative Director (retired)

  • Admin
  • 36015 posts

Posted 07 December 2016 - 08:28 AM

I am not sure, if I know the old version you are talking about.

 

 

I'm talking about the pre-standalone version that used the D3 imp skeleton. There was a set of animations for a standing imp, and also for an imp crawling on all 4s.  But I don't think they mixed the two.


Posted Image

#204 Destined

Destined

    Advanced Member

  • Member
  • PipPipPip
  • 1024 posts

Posted 13 December 2016 - 02:44 AM

Due to Springheel's concerns (that unfortunately sound very reasonable), I have decided to create a new running animation with the beast only on its hind legs. I just have one other question: How fast should it go? Currently, it covers 120 units in 40 frames (3 u/f), what I think is pretty fast. As comparison: The walk animation covers 90 units in 60 frames (1.5 u/f). The guard walking cycle covers 70 units in 55 frames (1.2 u/f) and the running zombie has pretty exactly 2 u/f. However, I don't have a runing animation for the guard. I would say it makes sense that the beast is faster than the regular guard, but that way it might be faster than the player, which could make it overpowered.



#205 demagogue

demagogue

    Mod hero

  • Active Developer
  • PipPipPipPipPip
  • 5137 posts

Posted 13 December 2016 - 03:07 AM

Could it run faster but it short spurts, so there are regular slow downs?
Posted Image

#206 Destined

Destined

    Advanced Member

  • Member
  • PipPipPip
  • 1024 posts

Posted 13 December 2016 - 03:45 AM

I am not sure. At least, from the top of my head I can't think of how to realise that without it looking strange. This would be more easily possible for the pounce-running, with the pounce being fast and a slower movement in between. But with a "standard" running, it is quite human-like and there I can't think of a sensible reason to slow down in between. Also, I am not sure if there are any problem, when the cycle gets too long, i.e. if it possible to cancel it at any point.


  • Anderson likes this

#207 Springheel

Springheel

    Creative Director (retired)

  • Admin
  • 36015 posts

Posted 13 December 2016 - 01:50 PM

I would keep it simple.  The speed of a guard or slightly faster would be fine, I suspect.


Posted Image

#208 Destined

Destined

    Advanced Member

  • Member
  • PipPipPip
  • 1024 posts

Posted 13 December 2016 - 04:04 PM

I agree. Everything that is too complicated will most likely cause the need of coding support, which was one of the main reasons for me to switch to the two-legged running.

For now I will stick to the speed I have. it is 1.5 times the standard walking speed of guards (I do not have the running speed for comparison), so I think it is not too far away from the running speed. Small changes can be made via the animation speed without the animation looking too strange.


  • Anderson likes this

#209 demagogue

demagogue

    Mod hero

  • Active Developer
  • PipPipPipPipPip
  • 5137 posts

Posted 13 December 2016 - 09:15 PM

Simple is good, I agree with that. Since that still sounds a bit fast, I'd playtest him in some actual FM situations to confirm that that speed works and doesn't just kill the gameplay before committing to it. Actually, if you can, I'd even tweak the speed in terms of which works best for gameplay according to the playtesting. It makes sense to have him a bit faster because that ramps up how terrifying he is, but there's a line there somewhere.


Posted Image

#210 Destined

Destined

    Advanced Member

  • Member
  • PipPipPip
  • 1024 posts

Posted 22 December 2016 - 02:31 AM

Hi everyone, sorry that it took so long 'til this update on the running animation, but here is the latest video of the werebeast running only on its hind legs:

 

https://www.dropbox....woLegs.mp4?dl=0

 

What do you think?


  • HMart, nbohr1more, Anderson and 1 other like this

#211 Springheel

Springheel

    Creative Director (retired)

  • Admin
  • 36015 posts

Posted 22 December 2016 - 10:06 AM

Seems like a long stride rather than a run, but that might be because of the speed.  Can you speed it (or the video) up to about twice as fast to see what it looks like?


Posted Image

#212 Destined

Destined

    Advanced Member

  • Member
  • PipPipPip
  • 1024 posts

Posted 22 December 2016 - 03:53 PM

I agree. The problem I had was that if I want it to look more like actual running, I would have to increase the size of the steps it takes. This would speed it up and it would cover even more ground in a shorter time, which most likely will make it too fast and consequently too powerful in game. I am actually at a loss, what we could do to make it look more realsitic without increasing the actual speed :(


  • Anderson likes this

#213 Springheel

Springheel

    Creative Director (retired)

  • Admin
  • 36015 posts

Posted 22 December 2016 - 05:33 PM

They're supposed to be powerful, so I wouldn't worry about that.


Posted Image

#214 Destined

Destined

    Advanced Member

  • Member
  • PipPipPip
  • 1024 posts

Posted 11 January 2017 - 12:56 PM

Hi everyone, I finally found some time to implement the animations I made and to set up the in-game IK. However, the IK looks a bit wobbly some time (i.e. on slopes over around 20°, especailly when walking down). This is mostly due to the fact that I have an additional joint, that I have no idea how to include. For the beast the ankle joint is basically a second knee, which leads to some clipping I cannot prevent. Anyway, here is the updated data (including the blender file I used, animations and the new def file):

 

https://www.dropbox....ebeast.pk4?dl=0


  • Bikerdude, Anderson and Aosys like this




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users