FOnline Development > 3D Development

Character Animations

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runboy93:
Cool rifle idle animations :)
Keep it good work.

Karpov:
Thank you runboy. The first one is not exactly as the original. I made him pull and release a bolt on the rifle. I don't really know what was the original sprite doing.

You're right Luther, but even if the frames shown were not the same, it would still look less smooth I guess. The software I'm using also calculates gravity, acceleration and stuff like that, but it's not magic.
If the 3d models moved like the sprites, then it would be perfect. Sprites jump between hexes. You can see that when you get the "flame man" skin, or when you are using a weapon that your skin does not support. If 3d models moved this way too, then I would not have any trouble with fps and definately no sliding at all. But they don't  ;)
 Another solution would be changing the engine so that fps cut setting also affects the movement in space, which would be very difficult.

EDIT: check out this video where I take the game to run in 10 fps.

http://www.youtube.com/watch?v=vmWokKahLRM

Jotisz:
Looks quite close to the original walk cycle. Lower fps sure makes it more sprite like.

NastyKhan:
1. I understand the issue.
2. 10 FPS looks much better than 30 FPS.

Which means.. we got a problem :P


How about -xx-xx-xx-xx- case, as luther mentioned? As i said before i THINK 3d animations doesn't have to have exactly the same frames as original 2d anim. Maybe those "artificially generated" half-frames would be enough?

And about smoothness of repositioning itself: hmm.. hmmmm..
--- Quote ---changing the engine so that fps cut setting also affects the movement in space
--- End quote ---
Yep. Fps'ing it would be best choice, regardless of how much work it needs.

Luther Blissett:
Changes to the engine itself can only be done by Cvet and a few others on Fonline.ru - so we can't do a lot more other than put a post on there asking for it to be looked at at some point (unless someone's got some clever tricks that might work)

The other problem we have (which I personally see as a more important one) is that the "action" is executed on the first frame of an animation i.e. the enemy is struck down before the gun animation is played - it's most noticeable in hand to hand combat, where the enemy falls to the floor, then you throw a punch in the air above them.

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