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Arcturus' animations


Arcturus

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Yes, the D3 zombies only came with run animations, so I had to fake a walk by slowing the run down in the def file. Don't feel like you have to copy the D3 animations exactly; there's lots of room to put your own spin on them.

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Looing at the alert_walk, is it really possible for a human to walk with a heavy long sword in that position for extended times? That looks heavy on the hand and wrist.

"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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Ye gods, this is gonna be great! And since the new zombie and all the other characters use the same skeleton, those anims are available for other characters as well, right? That zombie walk could double for drunken guard Benny as well. Just imagine a bottle to the zombies hand in the video and -avot!

Clipper

-The mapper's best friend.

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Cool! I like the look of that walk. Looks cool as a sick or injured walk on the regular characters.

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Looks like they have haemorrhoids :o

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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Yep very nice. Reminds me of weepers in Dishonored. Very similar, except weepers had their hands curled over their stomach. Definately looks more like injured and sick, rather than drunk.

 

The random anims make the AI straighten out which looks a bit off.

Clipper

-The mapper's best friend.

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  • 2 weeks later...

Looks quite good to me! I havent studied the existing idle animations, but I can think of stances that could also work, a hunched over version with the head and shoulders hanging low, as if you were feeling pain and exhaustion for standing for too long; or maybe a more erect one, belly foward, where the zombie is drunkly loosing and recovering balance of the head (like when your standing there feeling extremely sleepy)... Great work.

Edited by RPGista
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  • 1 month later...

I was just looking over the zombie animation list...there is one animation that we need that we don't have at all on the humanoid rig, which is the zombies that go from lying on the ground as if dead to standing up. Any chance you could work on something like that?

 

*anim sleep_2_stand // zombie starts out lying on ground on back; quickly rises to standing

*anim sleep_idle_rgt // the same lying on ground pose. No movement (at least 30 frames for blending)

*anim stand_2_sleep // starts in standing idle; quickly lies down backwards

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Yes, Standing up from the ground would be very useful, for humans as well.

I suppose that will need some fixing on spawnarg level.

 

Currently:

If I have a zombie with "sleeping 1" it lies on the floor

If I have a human with "sleeping 1" it lies on a bed level.

 

If the get-up-from-ground anim would work for humans as well (which would be great for versatility), something ought to be done to the spawnargs too. Or is there a spawnarg for sleping / get-up animation so the mapper decides from there if the character sleeps on the ground or on a bed?

Clipper

-The mapper's best friend.

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Or is there a spawnarg for sleping / get-up animation so the mapper decides from there if the character sleeps on the ground or on a bed?

 

You could always use an "replace_anim" spawnarg.

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I think the D3 animation we were using was fairly quick--2 seconds or so. We want it to be fast enough to surprise the player, though I guess the rate could always be adjusted after the fact. The lying down one could be slower.

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