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Posted

Should we have a different turning animation that takes into account the combat idle stance? I blackjacked an A.I. in the test/idle_animations and had all the guards standing in their combat idle, looking around. The feet, which were spread apart in the combat idle, came together quite a distance when turning, then jumps back out again. And of course it happens really quickly, so it looks odd. Another animation with the feet farther apart might look much better.

 

I unfortunately have a few animation in line before I can do this, so Dom or Squill would have to do it.

Posted

Yes, I already mentioned that earlier. The "alerted" feet pose is different to the idle feet pose, and you get "jumps" when running turn anims.

Posted
I unfortunately have a few animation in line before I can do this, so Dom or Squill would have to do it.

 

Maybe you should do this one earlier, so it can go into 1.0, the others maybe aren't that important :)

"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

We're using the 90 degree turn at the moment. (The 180-degree is probably better used in custom path entities.) It is indeed a generic feet movement without actually rotating the spine. The rotation needs to be imagined by the animator.

Posted

Wow, that was fast, I'll try to look into it.

 

I removed the maya file. For the records: Choose "SVN > Delete" on the file and then select "Commit" on the folder. A deletion needs to be committed as well, just as any other change.

Posted
We're using the 90 degree turn at the moment. (The 180-degree is probably better used in custom path entities.) It is indeed a generic feet movement without actually rotating the spine. The rotation needs to be imagined by the animator.

 

the 180 is like it said a 180 degree turn it can't be used as a 90 degree turn.

 

I thought it was just a generic feet-up-and-down movement.

 

I find the feet up and down movement pretty lame in D3 and it doesn't work that well. If you make a 90 degree turn (i actually used 45 degree) make sure the body is always facing forward. You can achieve this by animating the origin joint(move_control) for the actual turn and moving the feet back to the original combat pose. You can take a look at idle_turn_90_lft.ma for reference.

Posted
I updated it so the origin doesn't turn 90 degrees... sorry...

 

i actually meant you can animate the origin as a visual reference for how the actuial turn will look ingame. For the 90 degree turns it doesn't move, for 180 degrees it will.

Posted

I could implement it today - the feet no longer jump between the idle and combat stances, so thanks for the animation. :)

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