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Current animation schedules


Noisycricket

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The female animations are *currently* scheduled for post 1.0 release, not to say we won't be able to get to it. Its kind of funny, I was looking for inspiration for the drunk_walk and I noticed that walk.mb in model_src would make at least a good temp female walk_cycle. Lots of "asset" shaking going on.

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I can't wait to do some female animation, lots of little subtleties with the movements.

 

I added a scuffing boot anim, and a warm hands anim for when they are at a patrol node where there's a fire.

 

 

What's the next most urgent one? Hammer combat? More generic "standing there" idles so we don't see the same one looping?

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I can't wait to do some female animation, lots of little subtleties with the movements.

 

I added a scuffing boot anim, and a warm hands anim for when they are at a patrol node where there's a fire.

 

 

What's the next most urgent one? Hammer combat? More generic "standing there" idles so we don't see the same one looping?

 

Do we still miss "sheathe" and "draw" for the hammer?

 

Recently I saw a warning that the rats don't have "eat" and "idle" animations, maybe they don't have turn ones, either. So maybe we can add a few simple for them?

"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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Do we still miss "sheathe" and "draw" for the hammer?

 

should be there.

 

Recently I saw a warning that the rats don't have "eat" and "idle" animations, maybe they don't have turn ones, either. So maybe we can add a few simple for them?

 

turning a rat would be hardly noticed unless you can turn the torso.

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I am pretty sure the Priest and Females also miss some animations, so if someone feels bored?

 

 

Neither the priest nor any female models use an updated skeleton so making animations for them at this time would be a bit pointless.

 

Do we still miss "sheathe" and "draw" for the hammer?

 

 

should be there.

 

Yes, they're there.

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From a players perspective, we could use either more idle anims, or a different schedule at run-time for them. Some guards like to sneeze a lot! Must be the bad air in the medivial times :D

"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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Okay I'll do some, but before I start - I was wondering if the list is up to date in terms of which ones will actually be used.

http://spreadsheets.google.com/ccc?key=rtq...fw&hl=en_GB

 

Can Springheel, or greebo check this list, or anyone else with a good overhead view of the currently implemented features?

 

For example - frightened walk, will that be used? Should I bother animating it?

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I can hardly implement code for non-existing animations - so it's the animation which has to be there first, not the code. That's the rough guideline, but the more specialised an animation is, the more unlikely it will be that I get around to code that behaviour. The frightened walk seems like something to be used for non-combattants?

 

Currently I've got to implement Noisycricket's bow animations.

 

I could use the "pain" animation, idle_hammer or search_unarmed. Or walk_blinded. Or more talk anim variations.

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...yes but what I want to know is - is there anything in that list which you won't use? frightened walk sounds like you're not sure - so I'll avoid it.

 

I'll start animating "pain" - it says "generic" so I'm assuming this is not from a combat pose. Hope that's what you want. Same goes for walk_blinded.

 

I might be wrong but "idle_hammer" seems a bit useless at this stage without a set of hammer specific attacks to go with it. We've only got sword attacks right now.

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I'll mark the offending ones as "not for release".

 

edit: only the "walk frightened" and "run panic" sound like they are not going to make it into the code.

 

edit2: "attack throw" seems to be rather important too.

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The blind animation should be useable by sword-carriers too. I don't know how you wanted to set it up, but if you want to use the left hand (to raise it to the actor's eyes), I need to put code into place to drop any attachment in the left hand (torches, for instance).

 

With only 3 weeks to go, let's make good use of the "in progress" field, so that we can steal anims from each other if they haven't been started yet.

Ahem.

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I'll start animating "pain" - it says "generic" so I'm assuming this is not from a combat pose. Hope that's what you want. Same goes for walk_blinded.

 

Actually, I meant pain_generic as opposed to pain_torso, pain_leftarm, etc. I would imagine it would apply mostly during combat.

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Yes, we might need one or two for combat as well. The current pain_generic is not bad either - I'll check in code which is using it in the next few minutes. When AI get damage and have been idle before (i.e. ambush), they will play that anim.

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Good, that's what I was aiming for, good to know it's going to be used.

 

Combat gets a bit tricky. Ishtvan tweaked the combat to play out with no animated response to pain. If they delay after getting hurt, it could get real easy to spam them with attacks and they can't recover before the next one. I think T2 never reacted with an animation from sword hits for this reason. Maybe we should skip pain anims for combat for this release.

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I wonder if we should add some spooked animations for when guards suddenly see the player? I'm guessing that would require some coding.

 

Yes, a "surprised" animation was on the list at one point. I have an old example around somewhere.

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The idle sneeze won't fit everyone perfectly...if the hand is far enough away not to clip into the thick characters, then it will be too far away from the thin characters.

 

The general idle does need to be fixed so there's no clipping, however (and I may need to revisit the weighting on that elbow...).

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The idle sneeze won't fit everyone perfectly...if the hand is far enough away not to clip into the thick characters, then it will be too far away from the thin characters.

 

But this gesture doesn't even look like wiping dirt from hand (I suppose that's what the character's doing?). It could be skipped in my opinion.

It's only a model...

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But this gesture doesn't even look like wiping dirt from hand (I suppose that's what the character's doing?). It could be skipped in my opinion.

 

Hes wiping the sneeze of course... I guess maybe it not that obvious because i have his hand in a ball to catch the sneeze, not a more natural open palm. I tried the open palm and changed it because i was having trouble with it. Can't remember why. I'm not opposed to changing it. I'm not happy with the closed fist or the wipe really.

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