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nice work frankie. i dont know why everyone is talking about the run animation having the gun too close... as it is probably the least used movement (at least by me) the walk->shoot looks so cool, and hopefully sprint will be sexy too.
Thanks for the kind comment Yas. I can see the concern for poor Tom not having that manly look but it is rather an easy fix. If they want to point out the flaws and it makes them happy then I’m cool with it. On the other hand it does give me a better idea as to what is important rather than thinking its no big deal
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how is it for shooting in the crouched position, is it low as in how the movement was, or is the back and head more vertical as it is in the reload position animation?
The reload animation in the crouch position uses the same animation as the reload in the up right position. I/we have not yet decided just how this action should be played out as having the player pop up a bit in my view should be the risk a player should take in a decision to reload. This will be worked out during player testing involving players who have a better idea as to how the game should be made rather then me having to make a decision that could screw things up.
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also, how is it in first person view between the crouched animations, is there any vertical movement?
First person view will not change at all and will remain the way it is now. The 3rd person model has little or no bearing as to the current pose of the player model and is part of the code system that player are use to. The animation will be nothing more than a visual queue similar as to how a player uses sound in a non-intrusive manner.
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i do fear that campers may be gainin an advantage from the idle crouch stance being so low. compared to 4.1 are the new crouch hitboxes higher or lower or both depending on animation?
First yes the hitboxes are tied into the 3rd person model so where ever the player model goes so do the box.
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Once again the complete pack will be extensively player tested by a group that knows best of how anything added in the form of new animation could be taken wrongfully advantage of. It’s imposable for me to test every aspect out under all possible conditions in a short period of time and I’ll be the first to admit that I’m probably the wrong person to make those types of decisions.