I always thought the player is holding the minigun more on his right leg, to kind of stabilize it. In the video it looks like his groin are the stabilizer now. :pGroin massage ;D ;D ;D Sorry for the off-topic, but just couldn't resist!
I always thought the player is holding the minigun more on his right leg, to kind of stabilize it. In the video it looks like his groin are the stabilizer now. :p
I think he could be a bit more bend backwords overally, too keep the balance. I dont know how the model looks on the side, but in old sprites you can see that very well on when char is placed sideways. Very nice details btw 8)
All weapons are missing particle effects right now. :p Muzzleflash, flameburn, plasmacast, etc. still needs to be done for the weapons.Will the flamer effect be a particle effect too?
It has to be. Right now, it's includet in the 2d critter animation. I think it will be hard to recreate it's look, if not impossible.
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?
(http://img254.imageshack.us/img254/2537/minigunshoot.jpg)
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.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!
His minigun is at least half the size than the one in Fallout.(http://img254.imageshack.us/img254/2537/minigunshoot.jpg)
(http://img254.imageshack.us/img254/2537/minigunshoot.jpg)
This minigun seems to shoot 12,7 instead of 5 mm ;D
It's half bigger then the sprite one.
Would it be possible to make Aiming/Bursting/Normal single shots have different animations for the small guns?
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.
(http://img199.imageshack.us/img199/7654/hmcmbtjj4.gif)It's good for aimed shot.
Another question: is it really necessary to move the magazine during the animation? I don't know any non-shooter game doing so.FOnline not a shooter? ;D Gray, you made a great joke! PK, Grid camping, TC and hunting is done by shooting...
Another question: is it really necessary to move the magazine during the animation? I don't know any non-shooter game doing so.
(and why not a perk that reduces it with 1 second(nah))Quick pockets anyone?
The mag is so small, you will hardly ever see it.Lexx, some "idle" animations(for unarmed is head scrach) have a reloading animation(like male-SMG) where you can SEE the mag flying, so why can't we have 3D animations for reloading
Back to topic: I think some modern (REALLY modern) games have it. Some of them are strategy games (I think Dawn of War 2: Warhammer 40k had this feature, however, I'm not sure)so this will be a nice feature, also current reload is not that good(semi-shot)
FOnline not a shooter? ;D Gray, you made a great joke! PK, Grid camping, TC and hunting is done by shooting...Humor, I hope? I was talking about first-person shooters. Even "7.62" - the most detailed squad combat simulator I ever saw - do not have such a feature.
Back to topic: I think some modern (REALLY modern) games have it. Some of them are strategy games (I think Dawn of War 2: Warhammer 40k had this feature, however, I'm not sure)Definitely not.
Humor, I hope? I was talking about first-person shooters. Even "7.62" - the most detailed squad combat simulator I ever saw - do not have such a feature.Definitely not.in this case, let's start working!!!!!
I just want you to comprehend the scale of work. Almost each type of weapon has at least three different clip types.
Rifles: classic (assault, FAL, etc), bull-pup (XL70E3, all shotguns), front loading (G11)
SMGs: classic (M3A1, tommy, 10 mm) and bull-pup (P90)
Pistols: drum (all revolvers, 10 mm, .223), rifle-type (mauser, gauss, 14mm), handle clip (eagle), upside loading (needler)
Heavy: valving tank (flamers), ammo box (M60), rifle-type (bozar), bull-pup (LSW), backside loading (RL), cartridge belt (miniguns), unknown!!! (vindicator)
Each type has unique holstering pose => different animation. It's 16 different animations just for 2-sec action.
in this case, let's start working!!!!!Just one problem: we have the only good animator. And he is busy with more important things.
Just one problem: we have the only good animator. And he is busy with more important things.waiting, waiting never changes
FOnline not a shooter? ;D Gray, you made a great joke! PK, Grid camping, TC and hunting is done by shooting...
Back to topic: I think some modern (REALLY modern) games have it. Some of them are strategy games (I think Dawn of War 2: Warhammer 40k had this feature, however, I'm not sure)
I was a bit worried about special death animations, after spending so much time thinking how to achieve these , and test over and over, I came to this:Great. Just slow them down a little and all will be OK.
http://www.youtube.com/watch?v=G-Lc81Fb_ZU
I was a bit worried about special death animations, after spending so much time thinking how to achieve these , and test over and over, I came to this:Great video, but we need blood and hardcore :D
http://www.youtube.com/watch?v=G-Lc81Fb_ZU
At the end of the video I test a motion capture file I downloaded, just to check if I can add animations that were not made specifically for this character. However, motion capture does not seem to fit the fallout style, I believe Van Buren animations were made with that technique ::).
Hehe @ the end. :P
It looks very good, the dodging with minigun and other heavy weaponry looks a bit stiffy though. It's a bit cheesy how easily the character lifts up the heavy weapon. ;)
The mocap is great ;D
In the spear-dodge the char makes a move with his left hand to his forehead (brushing his hair), that's not part of the dodge it's part of the "idle" animation, right?
Hello, I made the walking animation for the female character. The idle for unarmed and spear are also different from the male, the others can be converted easily when they are ready.Very good animation, but too fast. Her feet slides.
Video : http://www.youtube.com/watch?v=WmGGg2hPHuY
yep in real life miniguns are very stable
but this is fonline, so i think they need to look very uncontrolable and psicho weapons, and that fits also with way of playing of most people,who use it for pking
Not even an M60, because of the weight and insane recoil.
This.
Even in Terminator 2 Arnie needed a tripod in his pants and he was shooting blanks. What would you expect from a weapon meant to be mounted on a vehicle? ST15?
There are three different stances: stand, crouch and prone.
Characters in lower stance shoot more accurate, are harder to hit and sneak more effectively. They can also use low objects as cover. Crouching sniper can be almost invulnerable when using a high ground.
On the other hand, characters in lower stance move slowly than those in higher stance. Melee and unarmed attacks can't be done in prone stance. Characters that attacking from a very close range against a prone target, are more likely to do critical hits.
To deal with it, he wants to start a commercial project based on the Fonline engine, but there will no connection to Fallout or even postapocalypse.
I always wanted to see something like fallout tactics in online enviroments ;] That would be plain awesome! Maybe not that atmospheric like original fallouts but still fun to play and pvp ^^"
Could you elaborate on that?Here's a part of an interview with Cvet.
Unfortunately, Cvet will not be working on it, at least until this autumn, coz he said, that he will stop development for a while because of the real life problems with caps. To deal with it, he wants to start a commercial project based on the Fonline engine, but there will no connection to Fallout or even postapocalypse.
Anyway, these features are already implemented in the Fonline project called Fonline Kawaii (it's a working title). Here's (http://www.fonline.su/!files/video/Kawai_03042011.wmv) some WIP video of that project.
Nice but is it Fallout Tactics engine?
these features are already implemented in the Fonline project called Fonline Kawaii
Nice but is it Fallout Tactics engine?As Lexx said, it's Fonline engine. A while ago, support for Fallout Tactics, Arcanum, Baldur's Gate graphics was added, which means that resources of these games could be used for creation of the game on the Fonline engine.
Reading, it's hard sometimes.
Didnt FoT itself have such feature? ;)
Because - as Graf wrote above - the FOnline engine supports tiles, critters, etc. from Tactics.
It support tiles etc, but does it support the different heights/levels?Take a closer look at the video (http://www.fonline.su/!files/video/Kawai_03042011.wmv) again. The player is moving to the place, which is over the ground level. So I assume, that the engine itself (by default) can't do it, but this feature could be implemented.
Take a closer look at the video (http://www.fonline.su/!files/video/Kawai_03042011.wmv) again. The player is moving to the place, which is over the ground level. So I assume, that the engine itself (by default) can't do it, but this feature could be implemented.
These are "just" fake multilevel maps, done via some graphical tricks and illusions, not a real native tactics multilayer map.probably like the plank at the ship in san fran, it looks like is going up, but is actualy an optical ilusion
Take a closer look at the video (http://www.fonline.su/!files/video/Kawai_03042011.wmv) again. The player is moving to the place, which is over the ground level. So I assume, that the engine itself (by default) can't do it, but this feature could be implemented.
In knocked-out state, the player shouldn't have any weapon in the hand anyway. :p
Why not? In my opinion it looks very nice. It just needs some little tweaks.
Having weapons visible in the hands in every pose also requires lots of new animations for these casesOnly in 2D. 3D animation with weapon and without it has no difference.
It looks rather silly too, especially in the example you provided, holding a big gun in only one hand as if it's made out of paperwork.
I'm with Lexx, I don't think that we need that.
Not just that. Having weapons visible in the hands in every pose also requires lots of new animations for these cases and this really has no priority none whatsoever, as not even the really needed animations are done.
Ok, ok you're the bosses here.
Not my decission. Just pointing out the obvious. There is no need to talk about lots of "if then..", "in future.." stuff, if not even the basics are finished.
So how long this basic stuff will take, when the wipe will be and please dont tell me Soon (http://www.fo2238.fodev.net/wiki/Soon)
I think 85% for basic animations is a bit too high. Also death animations need to be done as well.(http://www.imagepost.eu/images/2/anim10052010.png)
Holy shit, we have almost finished all animations. What do you think about adding new? There miss animations like smoke, unarmed hits, sitting and, and many other.first we need to finish all and also we need death animations too
[17:39] <@CaptainBinky> The res is quite small though, so wouldn't you get away with a sphere particle emitter and just throw a bunch of meaty sprites out that fall under gravity?
[17:41] <@CaptainBinky> I mean, a point emitter would probably do it too. Just spawn the particles at slightly random positions around the point, give them all random velocities and move them in world space under gravity so they can collide with the floor
[17:46] <@CaptainBinky> Trouble with that, is then the individual meat chunks all have the same depth, so you can't have some chunks going in front, some behind. The effect would have to be quite flat. If a guy explodes, you want chuns spreading out all around him..?
[17:47] <@CaptainBinky> SmartCheetah, then the chunks need to be individual sprites and moved in code
[17:48] <@CaptainBinky> SmartCheetah, if you render frames then you'd get the Doom-style explosion. It's just an anim that plays and leaves no remains
[17:49] <@CaptainBinky> SmartCheetah, Other way to do it is to to a gore floor overlay, and then mid-way through the animation, turn that overlay on to display meaty chunks around the guy who exploded
[17:51] <@CaptainBinky> SmartCheetah, if the characters are 3D and the scene is 3D, then a particle effect is the easiest way to do it, the quickest, the best-looking, and the most versatile.
[18:02] <SmartCheetah> CaptainBinky - Great thanks! One more thing - If we even manage to make particle effects (we need to do them for muzzle flash anyway)
[18:02] <SmartCheetah> rest of implementing it will depend on code, aye?
[18:04] <@CaptainBinky> SmartCheetah, yeah - once you have a particle system in place, stuff like this will be reletively easy to add and you'll have control over spread, blast radius, velocity, randomness, etc etc. Will allow you to implement a wide variety of effects
[18:05] <@CaptainBinky> Ah, if you're going to do pre-rendered particle effects, any software with particle functionality will do - or heck, you could just animate it by hand
[18:08] <@CaptainBinky> SmartCheetah, the best results would be from an entirely code-based solution where all the artist provides is a couple of sprites for chunks of meat and blood. But you could animate the effect and just play the animation (using any 3D program with particle support, or hand-drawn in a pixel animation package) although that would not be nearly as nice and wouldn't be versatile. A new animation would be needed for every type of gore explosion
[18:09] <@CaptainBinky> SmartCheetah, if the gore effect is a core aspect of the "look" then I can't advise a code-based solution highly enough
I think, original "gun on the groin" pose is somehow... ridiculous. Maybe it will be better to make it Arnie-style?
(http://www.arms-magazin.ru/wp-content/uploads/2010/06/510.jpg)
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
Im fairly certain thats not true, do you have a source?
Nobody's gonna fire handheld bullet-shooting minigun, ever. The recoil is simply too massive.
But in fonline we can pretend the minigun has some kickass recoil-reducing system and make the animation just look the way we want: as cool as possible.
This is the first animation made with this new character. Cut in half, laser death, or whatever you want to call it.bows
http://www.youtube.com/watch?v=jp9qXMvt3cc
Hey guys how is progress ?
PS: In case you wondered, "a while" is like "soon" but a bit shorter ;)infinite-x is still infinite
Looks great... but there's something wrong with it. The blood seems to disapear much faster than in the regular 2D animation...
But plasma... that's a tricky one.
lazy approach would be to have it move to electric death state where whole body is gray then have it turn into a puddle. this way you could use same animation for all ;D
Will there eventually be a possibility to take 1,2 frames out of the animations to make them look a bit closer (=more choppy) looking to the original animations?In your fonline config, like 3D fps and the second option there.
Nice work, as usually, Karpov :) I liked almost all of them, maybe except the last one, which looks a little bit weird, but I can't explain why. It definitely missing something, or maybe, as you said, it's just too fast. Everything else is just great. Hope to see more coming from you in December.That's a good idea. We should stress test it and check how it looks in action. It will be easier to find out bugs.
By the way, maybe it's time to start building a working prototype of the game in 3D? So far we only missing a few (6 or 7, to be precise) NPC armors and clothes, while everything else seems to be done already. What do you think, guys?
Had it already done? How many animations are still left to do?
My very first animated kick in Blender. Any suggestions what to animate next?In my opinion very good for a first try!
http://hotfile.com/dl/135888241/a968757/anim.gif.html
In my opinion very good for a first try!
Well in blender to carry stuff or give items to creatures I use empties. I'm parenting one to the hand and I parent the gun to an other empty these empties have a constraint that copies the location it works out well for animations also there is a way to link bones in a similar way.
(...) And then, on the next day, read, that he moved not falloutish enough. (...)
Long live Mr Karpov.
It is close to complete all animations....
I had to eliminate the idle animation because it was playing every time after the other animation stopped, so I could not see the transition.Are there any idle animations on hero sprites? Don't even remember there ever being any.
I am pretty good (I think) at 2d stuffMost of skins out there are hurting :d. It's often reason why some 3D counterparts look so bad.
Most of skins out there are hurting :d. It's often reason why some 3D counterparts look so bad.
I mean those random animations that play when you are not moving; scratching his head , checking the weapon, etc. Well... there is nothing random about them in the 3d critters, they seem to play every time, so I just leave the static pose for every animation set, maybe there could be added as different animation some time.
Uh? Could you elaborate on that, especially in combination with what you quoted?If you are good in 2d or painting, you can greatly contribute to 3D depository by improving skins for existing models. Some guys did really great jobs on their models and on diffuse layers for those as well, however others did do nice models but left skin part on others - and unfortunately result is not always optimal. There are also plenty of models which need specular reflection painted to look any good.
If you are good in 2d or painting, you can greatly contribute to 3D depository by improving skins for existing models. Some guys did really great jobs on their models and on diffuse layers for those as well, however others did do nice models but left skin part on others - and unfortunately result is not always optimal. There are also plenty of models which need specular reflection painted to look any good.
@baaelSiljan: I think that's the engine's texture filter. Maybe you could try to force Anisotropic filter from your video card control panel.
do you mean a light effect inside the shader for weapons fire? Sounds nice.Yeah, the shadow beneath person do not move, nor the light itself cast any, so it takes just point light to reproduce.
From 3700 to 640 vertex is a 570% improvement but 10 fps when the game runs at 300 fps is a 3% speed improvement. Is it worth?
I have no idea how he managed to reduce the vertex amount for almost 600%
Why use a texture atlas?
There are two main reasons to use a texture atlas. First, it can increase rendering speed by allowing you to batch more objects into a single draw call. For example, if all the plants in the game use just one texture atlas, then you can draw them all at the same time. Otherwise you would have to draw one group of plants, switch texture state, draw another group of plants, and so on.
Second, it allows you to use unusually-shaped textures. Most graphics cards are designed to use textures that are square and have dimensions that are powers of two, such as 256x256, 512x512, and so on. But what if you have a graphic that is 550x130? You would have to put it in the middle of a 1024x1024 texture, and waste all the extra space. Alternately, you could pack a lot of unusually-shaped textures into one square texture atlas, and hardly waste any space at all!
Graf as You are moderator, may I ask You to move last topics to some separate thread? :)
Such atlases may be done automatically with some kind of "build" command or something.
{
int anim1 = cr.GetAnim1();
int anim2 = ANIM2_3D_KNOCK_FRONT;
switch(actionExt)
{
case COND_DEAD_FRONT: anim2 = ANIM2_3D_DEAD_PRONE_FRONT; break;
case COND_DEAD_BACK: anim2 = ANIM2_3D_DEAD_PRONE_BACK; break;
case COND_DEAD_BURST: anim2 = ANIM2_3D_DEAD_BURST; break;
case COND_DEAD_BLOODY_SINGLE: anim2 = ANIM2_3D_DEAD_BLOODY_SINGLE; break;
case COND_DEAD_BLOODY_BURST: anim2 = ANIM2_3D_DEAD_BLOODY_BURST; break;
case COND_DEAD_PULSE: anim2 = ANIM2_3D_DEAD_PULSE; break;
case COND_DEAD_PULSE_DUST: anim2 = ANIM2_3D_DEAD_PULSE_DUST; break;
case COND_DEAD_LASER: anim2 = ANIM2_3D_DEAD_LASER; break;
case COND_DEAD_EXPLODE: anim2 = ANIM2_3D_DEAD_EXPLODE; break;
case COND_DEAD_FUSED: anim2 = ANIM2_3D_DEAD_FUSED; break;
case COND_DEAD_BURN: anim2 = ANIM2_3D_DEAD_BURN; break;
case COND_DEAD_BURN2: anim2 = ANIM2_3D_DEAD_BURN; break;
case COND_DEAD_BURN_RUN: anim2 = ANIM2_3D_DEAD_BURN_RUN; break;
default: break;
}
Melting should be more bloody i think :P And first burst death uh missing red dots on him? But Overall very cool
Very good shit, again. Pretty sure that nobody expect it to ever even look as good as it does right now. :)
really good but walking and some of death should be 10% faster?
and can you work on runnking cause now he is running like on moon ;D
can you make new death animations from gatling laser/laser rifle (cut in 3pieces, cuting head off, big smoking hole in the chest) or death from f1 when you killed overseer (blowing up half of man)
can you make new death animations from gatling laser/laser rifle (cut in 3pieces, cuting head off, big smoking hole in the chest) or death from f1 when you killed overseer (blowing up half of man)Regular animations are a priority now. Other optional animations can wait.
Could i request a simple head blown off animation? With falling to the knees and toppling over.
(https://i.imgur.com/DcLmt.gif)Your super mutant needs to learn to throw a punch.
Hey I was thinking with all this 3D thing when you have two weapons in your both hands for example a Rifle and a Pistol, and you hold the rifle in your hands so instead of the rifle to dissapear it could appear on the players back and its holestered so to say and when you swich back to the rifle the pistol could appear near his waist. That would be soo fucking awesome!!!!
What about FPS? I mean - original fallout animations seem to be less "smooth".
[...]Is there no way to just tick "set FPS: 8" somewhere in the software you're using?[...]
# Simulation time-lapse graphic 3d models.
# Number of frames per second.
# If 0 - off, the animation will be played as smooth as possible
# When you turn on the optimal value - 10.
Animation3dFPS=0
# Smooth transitions in 3d graphics, the time in milliseconds.
# Applies only if Animation3dFPS = 0.
Animation3dSmoothTime =250
changing the engine so that fps cut setting also affects the movement in spaceYep. Fps'ing it would be best choice, regardless of how much work it needs.
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
Supermutant bulletdeath animation.Looks like gypsy dance :)
(https://i.imgur.com/OuwRG.gif?1)That looks good!
Yep. And all the people of the wastelands should know this.
https://www.youtube.com/watch?v=PsRGpJEs44cSword animation is good <3
I think some people in this thread should leave their animation attempts, when Karpov is already at it and while he doesn't tell anyone what he's doing, he's faring better than others.
I think some people in this thread should leave their animation attempts, when Karpov is already at it and while he doesn't tell anyone what he's doing, he's faring better than others.> Karpov was critically hit in the arms he uses for animation for 57129576125 damage and was killed.
Also, in my humble opinion, the community seems to not appreciate 3d that much as it was a time ago or am i in err?
Sword animation is good <3
But when shot another guy, his hand exploded and something gun was dropped (10mm smg don't know) and then just for second there was combat knife looking item :/
Thanks for the comments here are a few more.awesome
(https://i.imgur.com/9J11B.gif)(https://i.imgur.com/Bc2KS.gif)
Falling is in a slow motion.
Thanks for the feedback. They mainly are placeholders, I wish I can go through with all anims so in game testing can be done. Though now I wondering how to make the cut in half, melting and blown to pieces animations.
Poor NPCs :(
Am I right in thinking that any armour on the model would add another level of complexity to this, i.e. you would also have to switch the armour to a "choppable" version and so on?
I think we're definitely getting to the stage where a coder is going to be pretty essential to finish this stuff off - I think the animations are looking great, but sooner or later, those NPCs are going to need to die once, and with blood and gore :)
BTW:
Was there any progress on the timing of those animations? I know it's been here already, talked about.
It's pretty much the only real flaw now - seeing how you melt before the bolt of plasma hits you :d.
But sometimes it is hard to create one from scratch, so motion capture would be a good idea too.Hey.
If you are interested please contact me.
Skill-based weapon animations, unarmed moves, crates carrying, shit showeling, pushing people away, injecting drugs, drinking beer, limping, nursing wounded arm, taking damage to limbs, repairing and crafting stuff...Yes, I also imagined WEALTH, similar to that described.
1) The decision of the project coordinator of the need to create animations of this kind.
2) Approval of technical aspects. IPISoft Studio can export animation in several formats: bhv(bip), fbx, smd, dae, and we need to decide in advance about your specific format. Animations can be saved for 3ds max biped or motion builder or iclone, or it will be the animation of bones (with a pre-import target model and configuration dependencies between the bones and animations). Also, consider the following points (technical limitations):
a) The program does not record the movement of the head (not a problem, because in the modern game's head is usually animated procedurally, "tracking" objects of interest)
b) the program does not record the movement of fingers (not a problem, because usually the hands clenched, or something like that)
c) Now I have only one sensor depth and complexity of the animation in some way limited: for example, if the leg will be obscured at any time by scanning another part of the body, the position of the legs can not be recognized correctly.
3) Scenario animations. A text or graphic (in the form of sketches or diagrams) a description of movements, which should be digitized.
For example it should be a text in the form of:
sequence 1: unarmed idle - pick up item - unarmed idle - crates carrying - unarmed idle - injecting drugs ....
sequence 2: one-hand armed idle - shooting - one-hand armed idle - burst - one-hand armed idle - weapon maintenance - one-hand armed idle - nursing wounded arm ...
sequence 3: two-hand armed idle - sweep - two-hand armed idle - guns fell out of the hands - two-hand armed idle - reload weapon - two-hand armed idle - stunning
And all of the above examples in all possible combinations.
And each sequence must be described in the style in which the director explains the actor, that he should do.
Until it is all.
Hmm... Let me take a look into the bones and their naming. It seems that the Left and Right names are shown correctly only if viewed "head on" (Facing towards the human's face). I can't tell how intentional is it as I'm not the one who made the human skeleton/model. It has been some time since I last did something useful towards the 3D project and my memories are just about outdated already, so can't really help you much tho.http://svn3.xp-dev.com/svn/FOnline3d/trunk/data/art/critters/CR_HumanMaleStrong.X
I do not quite understand your reasoning about style. In the video test using 3D models in the game engine http://youtu.be/wpzC0lctAGE, everything looks great in my opinion.Those are Van Buren animations. What we are aiming for are almost (if not exactly) perfect copies of Fallout 1/2 sprite animations. The main problem is that the original Fallout animations aren't very realistic (take a look at the running cycle, it's ridiculous how at one point the legs make an almost perfect 180 degree angle) and rather choppy. Van Buren animations (which I actually have a feeling were motion capped too) are the exact opposite, but hey, I'm getting side tracked a bit here.
In general, I am most interested in creating animations for the super mutant. Frankly, by coincidence, that I think about it for 15 years, starting with a Fallout1, when I saw the in-game-movie http://www.youtube.com/watch?v=PfyqlMBeQFU&feature=player_detailpage#t=60s Maybe it's a bit strange, but many times I imagined that it was me - super mutant, new warrior of the Master's army, who before diving into a vat of the virus was VaultDweller. And I imagined how I go through the corridors of the Vault13, shooting yesterday genetic cousins ...Sounds nice. As far as I know, we need the whole set for muttie animations (that is - everything).
It would be nice to implement impersonation in the actual animation, I'm glad that I now have the opportunity.
Good to know that you keep the project alive, Jotisz.I think its a bit big to say. I merely just making animations... Karpov probably will pop out with finished human animations when we will least except and then they could be tweaked to fit the other humanoid models.