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#1 | |||||||||
![]() Join Date: Mar 2008
Location: Toronto
Posts: 339
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Hello,
I just want to point out that after playing .85-.87, the current firing animations for the pistols are not very realistic. First I want to commend Chuc for his exceptional efforts for PR. Chuc, even though I know you are doing a better job than I can ever do, I believe that you are referencing too heavily on COD animations for the weapons. I don't blame you if you may or may not have ever fired a pistol before in real life, but it certainly is not like COD or PR, where you can actually see the slide fly back in slow motion a la Matrix style, because in RL, the action goes through so fast that you do not see it and it actually is a blur. (Any military adviser or amateur shooter will probably verify this). From a animation point of view, I would simply say that the keyframes themselves are probably fine, but the animations do need to be sped up a little and maybe have the screen shake a little more to recreate the "snappy" feel of recoil when firing a pistol. To illustrate I will link the following videos: The most realistic pistol animations I've seen in a game so far is from the Rainbow Six 3 series. Their firing animations, although the game is old, are the most accurate regarding recoil, muzzle flash, and smoke when comparing to modern shooters that prefer stylistic presentation over realism (nothing wrong with that though).
Here is the pistol in COD, which is what I believe Chuc based PR's animations on. As you can see, the slide goes back very slowly and the casing cycles out slowly as well. For a "cinematic" game such as COD, it is fine because it looks cool, but for PR it is a little out of place.
USP firing in RL. You can see the difference. The cycling of the round happens very quickly almost as if the slide did not move. You may blame it on the FPS limitation of the camera or something, but anyone who has ever fired a real pistol can confirm what I say to be true. Or youtube any pistol shoot.
My final thoughts are that even referencing COD for reloading animations is fine because they are very cool looking and most importantly very NATURAL looking. I've done some animation myself in Maya and 3ds and I understand that a good animation is a "natural" looking one. Sometimes I just feel that PR is purposely "slowed down" too much in terms of animations (ex. Scoping, reload, firing, preparing weapon, etc.) and feels very "unnatural" thus breaking my sense of immersion, but THAT deserves a whole different thread. Thx for reading. Chuc hopefully this will help you animate for the next version of PR. | |||||||||
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Last edited by CanuckCommander; 01-14-2010 at 09:52 PM..
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#2 |
![]() Join Date: Nov 2009
Posts: 258
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I'd say a bit slower than Rainbow 6, because it looks like it's just switching an image for less than a second
but you're right, the COD animation is too slow Maybe in between would be good? |
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#3 |
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PR just needs some new pistols like take out the MR 444 and replace it with a Makarov or something simmilar.
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#4 |
![]() Join Date: Mar 2008
Location: Toronto
Posts: 339
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Well that's what it looks like in first person when you shoot a gun. The recoil snaps hard enough for your eyes to lose focus for a bit, so that it looks like only 2 frames went by. I would like to see more guns in PR animated like Rainbow Six 3 because some of the rifles in PR suffer from the same "slow motion recoil" of the pistols. Just my 2 cents.
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#5 |
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PR:BF2 Contributor
![]() Join Date: May 2006
Location: Perth
Posts: 1,467
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#6 |
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Support Technician
![]() Join Date: Dec 2009
Location: In your computer stealing your megahertz
Posts: 1,689
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makarov is no longer in production but there is still are surplus
MP-443 Grach or GSh-18 would be better Also was wondering do they have the russian Saiga shotgun in the game? |
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#7 | |
![]() Join Date: Jul 2009
Location: Turku, Finland
Posts: 460
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#8 |
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PR Developer
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Thanks for the feedback canuck
I can guarantee that there are a heap of animation changes, including how we represent shooting and recoil, which is getting to what you're suggesting. However the moving parts timings (from recoil to normal) are at the same keyframes in 0.9 (which is approaching the end of its dev cycle), and thus won't be perfect. |
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#9 |
![]() Join Date: Jan 2008
Posts: 1,099
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My
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