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Squill's Animations Thread


squill

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I don't know that a 'ramping up' animation is required, but some kind of delay between hitting hit alert and sprinting into motion would certainly be more believable.

 

Me thinks the ramp would make things more believable, the seem to go from 0 to 100 and back to 0 way too fast. (or maybe our sprint animation is just too fast)

 

Another things that should help is that they don't try to sprint to 2m away locations, but instead use some sort of "quick walk". (e.g. only sprint if there is a certain distance to cover) That way the AI doesn't need to ramp up/down over the course of 0.5 seconds :)

"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 agree that looks bad. I'll post the rest of my thought in a different thread.

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Yes, I think this is much better. Though frankly, I don't think there's anything wrong with our current run animation either.

 

from my point of view, it may be save to say that i have a more trained eye as an animator, there are different kind of uneven movements in that cycle

- arms rotate very differently from each other.

- feet rotate in an odd manor.

- his whole body aims more towards the left side

 

so instead of going thru that animation and fix it, it's easier and more efficient to create a new cycle from scratch.

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Fair enough. I'm certainly going to be less critical of animations than you are. :)

 

From a project management point of view, however, I hope our animators will focus on replacing the animations that are really quite terrible rather than the ones that look fine to the untrained eye. If we can perfect them all, that's great. But given the choice between releasing 40 'pretty good' animations and 20 perfect with 20 crappy ones, I'd take the former. :)

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true i'm not saying we should replace all.. i'd just like to see the primary animations (walk, run, fight, idle) being the "good/more tweaked" ones and i'm almost sure we can achieve that as animators ;)

 

so i might be a bit critical but i hope it inspires more animators to improve giving the time everyone spends on this free project just like your seeing cool new maps or gameplay features.

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I've been looking through your animations & I like! There's an issue, not your fault, when importing the fbx to maya. The left hand digits randomly distort but it's easily fixable in maya. I get these results too with fbik in maya & I think it's due to the translation curves maya imposes on animations. They'll randomly do 180 degree rotations.

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