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Poll - which run animation is better


Arcturus

Run animation - old vs.new  

18 members have voted

  1. 1. Which animation is better?

    • I prefer the current one.
      2
    • I prefer the new one.
      15
    • Both suck.
      1


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This is more what I meant by a side view. The movements are definitely less stiff than our current run, but a couple of significant things stand out to me (though maybe it's just me): 1. The feet seem to 'bounce' off the ground...they don't look like they're making solid contact somehow. 2. The head bobs forward on each footstep; looks artificial to me. 3. The character is looking down at the ground, not at where he is going. 4. The character looks like he's exerting himself too much to go that slow...it looks to me like they're running into a strong wind.

 

Hard to explain, but i try:

 

To me this looks really like a "I need to run really fast now" style. It is not a "oh I jog over there" style.

 

Or in other words, imagine you are weighted down by gear, on a stand-still and want to run suddenly very fast. I'd imagine I'd then run like this, trying to gain speed, bow forward and look down (minize air resistance, wether that helps or not).

 

So the new animation's pose seems good to me for it is is used for the first few steps. Once you have reached running speed, however, the pose might be more upright and looking forward.

 

Not sure we can make an animation that looks "right" for both phases.

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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I actually think the side view is the best view for this animation, because you cant notice the small seam that happens when the second step hits the floor (that was already greatly minimised by Arcturus), and it flows very well... If only there could be small adjustments to the head direction (it should indeed face the player, and not be so inclined IMHO), and maybe the weapon angle because of the clipping thing, this would be an awesome addition, great work.

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Springheel, post the same video with current animation, please.

 

It will probably be tomorrow before I'll be able to get to that. In the meantime, I think it's clear that people like the new animation; it just needs a few small adjustments.

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