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Sigh.. I still cant see how lowered guns enhance the game in any way besides looking rly wrong when looking in the mirror.. If anyone has more insight on this matter plz bring light to it.
I think your confusing motion (dynamics of) with posing.
From the technical side the engine has the ability to loop a sequence by back indexing to a place with in the loop. Lets say we have a sequence that is 10 frames long, like firing the weapon. The act of firing of the weapon lets say only needs 5 frames so the first 5 frames can be used to bring the weapon up into the position and only the last 5 frames of the sequence of the +attack will loop.
Once the player is no longer firing the weapon it cycles into the idle position using the same technique. This little trick prevents the animation from just popping from one position to another and each of the torso poses depends on the current state of the action. Walking, crouching, running, all have their own individual animations and in the case of the image on the front page what you see is the base idle pose when a player is just standing around and doing nothing.
Since no other Q3 based game has ever taken this approach before I don’t know how this will enhance the game but the SR8 is a good example in that the weapon was limited to the up position. How can one tell if they are just standing there or actually scoping for targets? With the new animation when someone uses the scope their key pose will blend (sort of) from the idle stance to the scope position so it should help someone to make a split second decision that they never had before.