Jump to content
The Dark Mod Forums

Current animation schedules


Noisycricket
 Share

Recommended Posts

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.

Link to comment
Share on other sites

  • Replies 86
  • Created
  • Last Reply

Top Posters In This Topic

Top Posters In This Topic

Posted Images

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?

Link to comment
Share on other sites

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

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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

Link to comment
Share on other sites

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?

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

...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.

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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...).

Link to comment
Share on other sites

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...

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share


  • Recent Status Updates

    • STiFU

      Be honest: Who of you have actually finished Cuphead? This game is freaking tough! It might even be harder than Sekiro. Dark Souls is a joke in comparison to Cuphead! :-D 
      · 8 replies
    • duzenko

      Please, can we finally group the missions by year in the game menu?
      · 6 replies
    • duzenko

      I vaguely recall someone recently complained about two-sided materials (curtains?) not getting lighting from both sides
      I just found a piece of code that's supposed to do just that
      Where was that discussed? (@nbohr1more?)
      · 9 replies
    • Xolvix

      I still play classic Doom (albeit with user-made mods and maps rather than the original campaign) on a regular basis. A game from the early 90's which has still got a healthy following in 2022. Pretty amazing.
      · 3 replies
    • Nort

      I'm beginning to understand why people who aren't into social clubbing "don't last long" on this project, and why it's so full of holes. When moderators are siding with bullies, by closing down threads that they derail, then I start to wonder if I should support the platform to begin with.
      I'm sure that the core development is solid, but when you're constantly tone policed and bullied, and moderators are playing into it too, then the project will just drive away talent, and replace it with socialites instead. ...and without talent, you only end up with a small skeleton crew trying to do everything themselves.
      ...so Dragofer and Airship Ballet, and all you other socialites, you win. From now on I'll just keep to myself. You'll never be able to do my work, but at least you'll be happy together, and that's what matters to you.
       
      Update
      Actually, I have to revise my statement:
      I actually messaged greebo - the top dog, I gather - about nbohr1more's outburst of insanity below, and since I haven't even heard back from him, I just have to assume that there's not a single core programmer here, who's not backing nbohr's threats. ...and that's bad.
      ...so if you're a newbie reading this, or an honest soul like ZergRush, then just slowly back out of these forums, run, and don't look back. This is nothing more than a cult posing as a game development project, using Thief and IDTech4 to sucker hopefuls in, to do work for them, while trying to cajole them into something going on behind the scenes, which apparently - according to nbohr - is something that should be hidden from the state. These people aren't programmers - they don't even understand things like how to fix the simplest bugs. All they have, is an engine, and an IP, and some sort of fascist social cult. There was some other project I saw being made in the Unreal Engine. Try joining that project. ...or start a project of your own. Anything but this asylum.
      Hopefully that was "divisive" enough for a final post, because at this point I really want people to leave this place. This project is, on a management level, just awful garbage, run by garbage people, apparently from the top down, and I'm just glad that they have a garbage place to stay, together, and hopefully forever.
      Nort
      · 16 replies
×
×
  • Create New...