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Animation Evaluations


Springheel

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In an attempt to get a handle on our animations, I've decided to create a list of all the animations currently applied to the citywatch model (and similar models). I've also given them a rating based on my opinion of their usefulness.

 

Hopefully this will give our animations some sense of direction and help us keep track of what we've already got working.

 

** Currently ALL animations have problems with the hands--they are either twisted or dead-looking **

 

(This post is still WIP--just getting things posted, will organize later)

 

--------------------------------------------

 

cough1

cough1.jpg

Description: An idle animation; guard coughs into hands.

 

cower

cower.jpg

Description: A panic response; AI hunches over and hides face.

 

death1

death1.jpg

Description: AI teeters and falls backwards.

Evaluation:

 

death2

death2.jpg

Description: AI teeters and falls forwards to the ground

Evaluation: Needs to end earlier so ragdoll can take over, otherwise serious clipping into geometry could occur.

 

 

draw

draw.jpg

Description: An AI draws a weapon from his left hip.

 

failedKO

failedKO.jpg

Description: AI stumbles forward a step as if hit from behind.

 

 

failedKO2

failedKO2.jpg

Description: AI stumbles forward a step as if hit from behind (mostly similar to previous).

 

 

Ready For Use

(good enough to be used as is)

 

 

 

 

 

Passable But Needs Tweaking

Not great, but good enough if there is no time to fix/replace them

 

 

bow_fire

bow_fire.jpg

Description: AI draws an arrow from their back, knocks, and fires.

Evaluation: Movements are stiff. The arm holding the bow bends at the elbow, which it shouldn't. The animation is also very fast, and needs a delay between knocking and firing the bow.

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Hmm, looks like there's an image limit--I'll have to break this up.

 

 

get_up

get_up.jpg

Description: AI gets up from a sitting position.

Evaluation: No problems.

 

 

idle_drunk

idle_drunk.jpg

Description: AI standing idly, swaying back and forth.

 

 

 

Unusable in Present State

Not good enough to be used; needs to be redone or scrapped

 

dance

dance.jpg

Description: The AI does 'the twist', slowly.

Evaluation: Extremely stiff and unnatural looking, and kind of pointless...why do we need this? Recommend removal

 

flip

flip.jpg

Description: AI does a jump into the air and flips around, slowly.

Evaluation: Very stiff and unrealistic, and totally unnecessary--recommend removal

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Actually, one of those two isn't working properly--it jitters around fiercely. I'll have to check which one.

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From memory, the dance and flip were ones ascottk just put in while mucking around. Well the flip I remember seeing in a video he posted, not specifically the dance, but I'm assuming it's also just a muck around one

 

Yes, I seem to recall that as well. But since they're not really useable I don't think we need to be taking up disk space by applying them to all existing AI.

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Speaking of the bowfire animation: how hard is it to make the animation last longer, especially before the archer releases the bow? Currently, they are firing arrows making Legolas look like a geriatric. For my tastes they should spend more time aiming before releasing the bow.

 

Is that easy to do?

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From memory, the dance and flip were ones ascottk just put in while mucking around. Well the flip I remember seeing in a video he posted, not specifically the dance, but I'm assuming it's also just a muck around one.
Yup. I also included them in the test/animation map.

 

 

Yes, I seem to recall that as well. But since they're not really useable I don't think we need to be taking up disk space by applying them to all existing AI.
I wasn't sure which AI I was going to use. We could scrap it or improve it as an Easter Egg :D
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