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Posted

Just so this isn't missed, there's an issue with the run animation and combat. AI can run while attacking, but the run animation makes them bend forward too far:

 

http://forums.thedarkmod.com/index.php?s=&am...st&p=187521

Posted

i can adjust the position of the back.

 

if he is just taking a few steps, wouldn't it be better to give him another type of animation? I have yet to see it ingame so i might be wrong here.

Posted
i can adjust the position of the back.

 

if he is just taking a few steps, wouldn't it be better to give him another type of animation? I have yet to see it ingame so i might be wrong here.

 

Yeah, it might be that this looks equally "silly" like the issue we had (have) a while back with them:

 

* stopping

* turning on the spot

* running 2 steps forward

* stopping

* turning again

 

and if you moved one step, they'd repeat that.

"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

Posted
if he is just taking a few steps, wouldn't it be better to give him another type of animation?

 

I'm not sure if there is any code to distinguish between charging across the room or taking a few steps. I'd post in that combat thread and let Ishtvan answer that.

Posted
I'm not sure if there is any code to distinguish between charging across the room or taking a few steps. I'd post in that combat thread and let Ishtvan answer that.

It's not just combat, it's all AI movement, and no, there is no code to distinguish running a small distance vs. running long distances. There is a walking vs. running distinction, but this is more about their alert state or the urgency of their action.

Posted

it's usually done for games in which you play in thirdperson. But you'll have to decide at what speed a character is walking, running and sprinting and even those settings can be split up into more variations. I could animate a slower kind of jogging animation but if it's too much work to add in code i would just edit the position of the back.

 

it would also be nice if the engine supported blending between animations. That would make such transitions look much better instead of seeing an instant state change.

Posted
it's usually done for games in which you play in thirdperson. But you'll have to decide at what speed a character is walking, running and sprinting and even those settings can be split up into more variations. I could animate a slower kind of jogging animation but if it's too much work to add in code i would just edit the position of the back.

 

it would also be nice if the engine supported blending between animations. That would make such transitions look much better instead of seeing an instant state change.

 

I thought the engine does support that, but I might be wrong. AFAIR> you can choose how many frames it should blend over, and setting that to 0 means "teleport". However, my memory might be failing me :)

"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

Posted

So maybe you can whip up a quick "run a few steps forward" animation? :)

"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

Posted

I don't mean so much a smooth blend between different movement states as much as saying, it looks bad that they're in a position of full sprint and sometimes even looking at the ground while fighting the player. I'd take an unsmooth animation change over the sprint-fighting.

 

Thus the suggestion to tone down the run in general, from a track-sprinter, to a guy in armor jogging. It won't be a perfect solution, but better than current.

Posted

The lean is like in anime where they run (for some weird reason) with their hands behind them like wings, while their whole torso is ridiculously bent forward as if just about to spew.

Posted

i've adjusted the back position. We are not talking about a sprint and like those sprinters mentioned earlier and those guards wouldn't be able to run like that because of all the heavy armor.

 

You do see more of the leaning in cartoon characters. I have a few videos/books with some references which illustrates some of those extreme poses. The current run was not intented to be combined with combat actions. I would've created a separate combat action for those type of actions because even with a straight back it usually looks kind of odd.

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