Author Topic: Character Animations  (Read 128177 times)

Offline Gray

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Re: Character Animations
« Reply #15 on: February 17, 2011, 09:04:01 pm »
The guy leans back, but I don't know if it is the right angle.


I think, original "gun on the groin" pose is somehow... ridiculous. Maybe it will be better to make it Arnie-style?

Slightly modified big gun animation should be good.

P.S. the minigun is really big, but not so much ;) theese are about 150% of it's real size
« Last Edit: February 17, 2011, 09:17:13 pm by Gray »

Offline Crazy

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Re: Character Animations
« Reply #16 on: February 17, 2011, 09:19:22 pm »
I think you're right, Arnie definitely know how to handle a minigun and look badass.
Hey, if we have new animations for flamers, we will be able to increase the range, hurray!
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Offline Karpov

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Re: Character Animations
« Reply #17 on: February 17, 2011, 09:27:35 pm »
What do you mean with Fast Shot, Solar? Do you want a faster animation so that you can consume 9 APs and fire 3 shots just doing some "triple click"? If you can make the engine use a specific animation for those shots then yes, it could be done, maybe something like Clint Eastwood fast draw, firing almost from the hip.

The minigun is placed over the left leg, but well, it is the "Fallout way" to hold it. Everywhere else, Terminator, Predator, and many videogames use the minigun on the side.

Offline Solar

  • Rotator
Re: Character Animations
« Reply #18 on: February 17, 2011, 09:37:49 pm »
Thats right. Right now if you take 2 AP to fire a pistol and the animation takes twice as long as a 4 AP shot then you lose the advantage of the lower AP
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Re: Character Animations
« Reply #19 on: February 17, 2011, 09:45:17 pm »
But remember that the lag wouldn't let you do it. Latency with this server isn't good enough. Though why wouldn't you make the thing scripted on the server side, like a "shot X singles" mode. You could predefine X with a hotkey or something.  That would make you do some kind of a triple(in example)-click. The option would work only for Fast Shot characters.

Offline Lexx

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Re: Character Animations
« Reply #20 on: February 17, 2011, 10:01:26 pm »
I think you're right, Arnie definitely know how to handle a minigun and look badass.
Hey, if we have new animations for flamers, we will be able to increase the range, hurray!

His minigun is at least half the size than the one in Fallout.

Offline Haraldx

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Re: Character Animations
« Reply #21 on: February 18, 2011, 08:36:16 am »
His minigun is at least half the size than the one in Fallout.
Yeah, at the start I thought it's somekind of Future version of M24 SAW, but then I found out it actually has more than 1 barrel. No to Arnie style!
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Offline Gray

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Re: Character Animations
« Reply #22 on: February 18, 2011, 09:45:37 am »
His minigun is at least half the size than the one in Fallout.

This minigun seems to shoot 12,7 instead of 5 mm ;D
It's half bigger then the sprite one.
« Last Edit: February 18, 2011, 09:47:42 am by Gray »

Offline Haraldx

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Re: Character Animations
« Reply #23 on: February 18, 2011, 10:12:02 am »

This minigun seems to shoot 12,7 instead of 5 mm ;D
It's half bigger then the sprite one.

For mass blue suit destruction ;D
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Offline Izual

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Re: Character Animations
« Reply #24 on: February 18, 2011, 10:24:28 am »
Would it be possible to make Aiming/Bursting/Normal single shots have different animations for the small guns?

That would look great. Just like Denergar's avatar: (link.)
Making aiming animations last 0.5 seconds longer could also be good regarding the balance.
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Offline Lexx

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Re: Character Animations
« Reply #25 on: February 18, 2011, 12:46:38 pm »
Well, longer aiming time is already due to the high ap use. You can't fire the next bullet until your ap are at least x high again.

Re: Character Animations
« Reply #26 on: February 18, 2011, 03:11:36 pm »
Well, longer aiming time is already due to the high ap use. You can't fire the next bullet until your ap are at least x high again.

But when you fire the first shot, aiming is done after the shot  ;)
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Re: Character Animations
« Reply #27 on: February 18, 2011, 03:21:05 pm »

Offline LagMaster

  • No. 1 Topic Starter
Re: Character Animations
« Reply #28 on: February 18, 2011, 08:11:48 pm »
well, i was thinking a few days about this, but i think that the weapon models have a small problem:
The ammo mag is welded to the gun
that means that it will be a problem to take it off and put other one instead, i think we need to make separate meshes for the magazines, so we can make reload animations

i do not think is a big problem: we must just separate the cartrige and then fill the holes, how?

we move the mag's points and delete the supraface that are holding with the gun
we unite the points that where separated=>we got a separate mag
now we create a small box and delete a face(but keep the points)
now we put the box in the open space and we unite the coresponding points.

in theory this will only add only 12-20 pollys to the gun(the new made magazine) and we can move it where we whant, probably clone it for an reloading animation

i think i can do this in images, but i will need 3 models please: gauss pistol, FN FALL and 10 mm pistol(for tutorials, i got in mind 3 modes to make mags)

Offline Haraldx

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Re: Character Animations
« Reply #29 on: February 18, 2011, 08:21:52 pm »
Yeah... You are quite much right LagMaster. But... it won't add any polys. If the model already has the mag, we just divide it from the gun, ending in maximum of 2-4 polys... Need someone smarter than me to confirm this tho.
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