Frankie_V has made a video about what is involved with doing the animations for Urban Terror. See the news for a link.
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A Little Talk About the Animations
#3
Posted 26 August 2009 - 12:22 AM
They all looked good except for the running. Something was off with that.
Looked like a light jog, almost skipping. Didn't get the sense of urgency that you'd expect from someone with a gun.
Felt more like he was late to a meeting but didn't want to get his suit winkled or start to perspire.
(not complaining, just my observations. I'll be happy no matter what)
Also, I'd like to see if the jumping has changed at all.
Looked like a light jog, almost skipping. Didn't get the sense of urgency that you'd expect from someone with a gun.
Felt more like he was late to a meeting but didn't want to get his suit winkled or start to perspire.
(not complaining, just my observations. I'll be happy no matter what)
Also, I'd like to see if the jumping has changed at all.
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#7
Posted 26 August 2009 - 01:24 AM
Hay guys just to follow up this is just a production video of some of the changes that are being made to some of the common animation that you are already use to and is not necessarily the final results that you will see once the game goes public.
Typical animation is laid down in three stages. The first stage is to block in the animation to figure out how many key frames will be needed for X distance traveled. The next step is to create the necessary motion in a more general way that is neither good nor bad but rather to set a point in which to push the animation into one direction or another. If a run cycle needs to be pushed towards being more aggressive or made less aggressive you’re at the 50% point between the two.
At the moment this is the current stage of the animation passes.
The last pass is the polish pass where each of the frames that you see will be gone over step by step and this will be the result of extensive player testing where the recommendations of those involved in QA will be taken into consideration as a list of things that needs to be looked at.
This will allow me to sit down with a complete list, be it a couple of hundred, and work the list rather than making patch work fixes based on a comment here and there.
As for the player model being stiff I afraid that is probably here to stay as it’s just the general nature of the md3 format and a segmented model in relation ship to md5.
P.S. there are no barrels but there are a few boxes designed for test jumping and wall climbing. This is just a test map BladeKiller made for me to make it easier to test out animation in one spot.
Typical animation is laid down in three stages. The first stage is to block in the animation to figure out how many key frames will be needed for X distance traveled. The next step is to create the necessary motion in a more general way that is neither good nor bad but rather to set a point in which to push the animation into one direction or another. If a run cycle needs to be pushed towards being more aggressive or made less aggressive you’re at the 50% point between the two.
At the moment this is the current stage of the animation passes.
The last pass is the polish pass where each of the frames that you see will be gone over step by step and this will be the result of extensive player testing where the recommendations of those involved in QA will be taken into consideration as a list of things that needs to be looked at.
This will allow me to sit down with a complete list, be it a couple of hundred, and work the list rather than making patch work fixes based on a comment here and there.
As for the player model being stiff I afraid that is probably here to stay as it’s just the general nature of the md3 format and a segmented model in relation ship to md5.
P.S. there are no barrels but there are a few boxes designed for test jumping and wall climbing. This is just a test map BladeKiller made for me to make it easier to test out animation in one spot.
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