I'm just glad to see that players get an ipod in this version!
*bobs head*
And yes, the running looks odd. I'm glad to read this is just an intermediate stage But things look great overall, thanks devs for all your work on this game that addicts people like a heinously illegal substance.
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A Little Talk About the Animations
#12
Posted 26 August 2009 - 03:47 AM
Not to worry. If the majority wants extreme running that I’ll do it but what I did not show was the sprint that is going to be the extreme run cycle. The ideal of course is to strike a balance between what looks good and what cycles move into another. A so so run into an extreme sprint would look more natural.
But
Your only getting a peek and the point of the video is not so much the animation as it is now but rather how easy it is going to be for the player to make use of the environment in a more efficient manner.
Something else to please keep in mind is the screen capture was done at 15 frames per second so a lot of the detail of the animations are lost.
But
Your only getting a peek and the point of the video is not so much the animation as it is now but rather how easy it is going to be for the player to make use of the environment in a more efficient manner.
Something else to please keep in mind is the screen capture was done at 15 frames per second so a lot of the detail of the animations are lost.
#14
Posted 26 August 2009 - 03:51 AM
I like the crouch move animations and I like a bunch of stuff about these animations like the way the gun moves when walking and stuff like that. Lots of cool stuff here.
And I realize this is a WIP, but my hopefully constructive criticism of the running cycle, is that, my first thought was that he looks like he's running with a stick up his ass He seems to be kind of gingerly running along while holding the weapon very close to himself. I just remarked to someone that he looks like he's merely transporting the gun, jogging it over to someone else in a non-combat situation - not like a person who is in the middle of combat and who may be shooting that gun at any moment. So I dunno, maybe he needs to stand up straighter and hold the gun out 10 degrees more. Right now he seems to be sort of holding it in that safety way that people in the military or swat do. But in urt, there is constant fighting.
Also, the strides in the walking seem really big, but maybe that's just how it has to be?
Oh and the idle animation seems to be about 2 to 3 times too fast. It's very similar to the Quake player 1 idle animation, but in this urt 4.2 animation, he's breathing and bobbing like 2 to 3 times too fast imo.
And I realize this is a WIP, but my hopefully constructive criticism of the running cycle, is that, my first thought was that he looks like he's running with a stick up his ass He seems to be kind of gingerly running along while holding the weapon very close to himself. I just remarked to someone that he looks like he's merely transporting the gun, jogging it over to someone else in a non-combat situation - not like a person who is in the middle of combat and who may be shooting that gun at any moment. So I dunno, maybe he needs to stand up straighter and hold the gun out 10 degrees more. Right now he seems to be sort of holding it in that safety way that people in the military or swat do. But in urt, there is constant fighting.
Also, the strides in the walking seem really big, but maybe that's just how it has to be?
Oh and the idle animation seems to be about 2 to 3 times too fast. It's very similar to the Quake player 1 idle animation, but in this urt 4.2 animation, he's breathing and bobbing like 2 to 3 times too fast imo.
#15
Posted 26 August 2009 - 04:01 AM
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Oh and the idle animation seems to be about 2 to 3 times too fast. It's very similar to the Quake player 1 idle animation, but in this urt 4.2 animation, he's breathing and bobbing like 2 to 3 times too fast imo.
You sir get an A on that one for a good eye. As a matter of fact it is way to fast. In large part because the breathing has one cycle to many for reasons that would take to long to explain.
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#17
Posted 26 August 2009 - 04:05 AM
Frankie bear in mind that the majority of the community use sprint mode to prep for jumping, not running over flat ground. In the course of a 25 minute TS match I probably only actually sprint while on the ground for a total of 1-2 minutes, and all of that in short bursts: most movement is conducted as rapid jump combos across open space, alternating with crouched movement and walking. I hope I don't sound condescending, I'm sure Q&A beings a high level of play to testing, but real-life movement styles don't translate to the physics of movement in urban terror.
Also, shotty vid please
Also, shotty vid please
#18
Posted 26 August 2009 - 04:36 AM
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{arizma link=topic=17853.msg240618#msg240618 date=1251255916]
Also, shotty vid please
Also, shotty vid please
We will see if this goes well.
This is a case of letting people see a bit more of what’s going on behind the scenes and I have no problems at all with constructive criticism that goes beyond “you suck”
So no I don’t think that your being condescending at all.
Another thing to keep in mind though is I cannot over ride the code rules of the game so movement with in the game is a constant for all players. How the player model actually moves is not an indication of how fast the player is moving but how fast the game is allowing it to move forward. That being said the 3rd person model is actually timed to more or less the same speed of UrT 4.1 and the current cycle and timing is adjusted to the engines timing.
Granted I can make it look faster at the cost of making the model skate more than run I’m thinking that a more aggressive running poses to the torso might do the trick.
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