Posted in: Animation
Posted 07-27-2009 at 10:09 AM by [R-DEV]Chuc
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erm no its doesnt, it looks pretty fuckin excellent and thats an honest not kiss ass opinion. Most of the time that frame jump wont be noticable, besides theres not a great deal chuck can do about that anyway afaikPosted 07-27-2009 at 12:28 PM by Aliblista
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Posted 07-27-2009 at 12:37 PM by [R-CON]Tomato-Rifle
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I agree completely. There should be a delay or something in the animation.Quote:Looks kind of stupid how they're shooting their rifles and as soon as they stop, its IMMEDIATELY to cradling the gun. Truthful opinion here (I'm not ass-kidding like alot of these guys like to do), it looks really, really bad.
Don't get me wrong, the cradling is GREAT, but going insta-cradle from a shooting stance looks ridiculous. Maybe code in a 2-3 second wait before going to a cradling stance?
By the way, Are those new SAW sounds I hear? Or do you have an amazing sound card or something? :PPosted 07-27-2009 at 12:53 PM by M_Striker
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Yeah, adding a pause leads to bad animation blending or so I read from Chuc or another other dev. in a thread referencing these animations originally.
I agree it would look a lot nicer to have a slower "hesitant to lower your weapon away from the target" ending in the hip fire animation, but it might just be too problematic for blended animations when the player is not stationary after hip shot. Only so much life-like movement via animation can be added to an old engine like this.Posted 07-27-2009 at 12:54 PM by jmlane
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Posted 07-27-2009 at 01:34 PM by MAINERROR
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Well, also the fact when you are moving with the gun down, it's only a 3rd person animation, (or is that geting changed, Chuc?), which doesn't change what I'm about to say, which is that the game can't sense that you're about to click the button and shoot in a second. That or have a delay on the shot after people click
Very nice Chuc, I'd personally prefer to slow down the default walk to a "walk" and have the sights raised in an animation, but that'll come later, if ever.Posted 07-27-2009 at 01:53 PM by McBumLuv
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Exactly McLuv, if you want PR to be clicky, you must have that snap, otherwise everyone would be waiting half a second between click and your weapon shooting. We can, however, extend the fire animations so they keep the weapon up longer though. I'll talk to Chuc about it.Posted 07-27-2009 at 02:35 PM by [R-DEV]Katarn
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Posted 07-27-2009 at 03:14 PM by Zrix
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Posted 07-27-2009 at 03:15 PM by [R-DEV]Rudd
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Posted 07-27-2009 at 04:30 PM by Silly_Savage








