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Programmers, What Anims Next?


Domarius

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IMO the most important animations, at this point, are

* searching

* detecting the player

* becoming suspicious (different ones depending ont he type fighter, servant, etc).

* becoming alert (same as above)

* fleeing

* whimpering

and general casual stuff like

* sitting down

* standing up

* reading a book (sitting, standing)

* going around in thoughts

* going around purposefully

* opening/closing something (window, locker, chest, ...)

* stirring

* poking in the fire

* relighting a candle

* relighting a fire/lamp

* kneeling

* pressing a button

* pulling/shoving a lever

* bending over

* sitting idly on a chair, sofa, bed, ... (they are all different)

* drinking

 

Well, the list is not exhaustive but I think it is a good start if you get bored. :) Fighting is not needed right now, because we already have the attack animation, which we can use for now.

 

It would also be good if the animations are done in such a way that the can be blended over with like modules. For example, relighting a fire can be done in standing and in kneeling, depending on the position of the fire. Or somebody could sit idly in a chair and drink from a cup, etc..

Gerhard

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We already have a pretty comprehensive list, broken into reasonable stages. Any animations we come up with that aren't there can be added to the list.

 

http://forums.thedarkmod.com/index.php?showtopic=1650

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The only thing I know of being done for the AI right now is SZ working on the search algorithm, so they'll need some searching anims. Keep in mind too that their FOV is tied to their head, and the longer something is in their FOV, the more likely they are to spot it, so if they move their head side to side too fast, it's going to be hard for them to spot things.

 

Sheathing their sword when going back down in alert state is something I could add in 2 seconds to the script, too. I think the line is there, just commented out, so that's another one that could be done.

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@Spar: That should be automatically synced. The FOV of the AI follows the head bone in the animation. You just have to make sure that the head bone doesn't swivel around too fast, otherwise it won't be a very good search because he's zooming over the area he wants to be searching.

 

Btw: How are we going to integrate these with the separate head thing? All the AI in D3 have heads that I guess are separately animated, altho I guess they're attached to the neck bone or something?

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@Spar: What I mean to say is, D3 already does this, we don't have to do anything with the FOV sweeping code since it's already linked to the head bone.

 

@Odd: That means we shouldn't have to change any of the existing animations, right? Also, can we do all our facial expressions / lipsync stuff as separate anims on the head model?

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Thanks Ish and oDD, that answers my question in the Searching Anim thread. Good news :)

 

Cause then we can randomise it, and it will look really good, rather than repeated and predictable.

 

And then we can control it with a setting, and make it another difficulty setting for users to tweak!

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