FOnline Development > 3D Development
Character Animations
NastyKhan:
--- Quote from: Luther Blissett on April 29, 2012, 02:06:56 pm ---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
--- End quote ---
Yeah, noticed that. What about giving the first frame longer delay? I mean the "death" animation would have a first frame lasting let say 500 ms? (Or put there 50 empty frames if delay can't be changed) That could help. Maybe. I think.
Luther Blissett:
I'd wondered about that myself, but I'm not sure if it would result in problems with the following animations, for example if the player is knocked down, then stands up again, the following animations may start before the previous ones have finished - so you get a correctly timed punch and knockdown, but halfway through the knockdown, the player "magically" appears on the floor getting up again, then halfway through getting up suddenly jumps to the start of a punch animation etc. Not certain it would work like this though. It might be worth someone testing and seeing if this was possible.
Ideally of course, we need the ability to set this "action frame" to whichever point in the animation is appropriate. i.e. raises gun, shot is fired <this point is where the engine considers the shot to have been fired>, the gun is lowered.
Lizard:
Supermutant bulletdeath animation.
NastyKhan:
Not too long?
Plus how about making his left leg "kick the air" and then crush the whole body to the ground.
Jotisz:
Its a nice first try for the death animation. I have some suggestion though for that I have copied out a few frames and drawn them to show some motions that could help I hope.
Its only 9 (there are 2 that are doubled) frames original animation contains 20. With these nine frames it could be possible to make a close enough look to the originals. To make it more believable you can exaggerate the motions when the body shake.
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