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PR:ARMA2 General Discussion General discussion of the (as yet unreleased) Project Reality: ARMA2 modification.

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Old 03-18-2010, 12:47 PM   #21
browna3

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Default Re: Weapon Animations

feel free to create your own animations for 100+ weapons and their sounds


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Old 03-18-2010, 12:54 PM   #22
Dredge
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Default Re: Weapon Animations

@Nebsif

But now you are comparing apples and oranges. BF2:PR should not be the base line of comparison for ArmA:PR. They are two different style of games and two completely different engines. There is plenty of other "eye candy" in ArmA. I agree that the reload is a bit "off" but it doesnt break the game. To be honest i never knew that it was bad until it was brought up here. I never watched myself reload, I have always been more focused on what was going on with the fight.


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Old 03-18-2010, 03:17 PM   #23
DeanosBeano
Default Re: Weapon Animations

Quote:
Originally Posted by TempesT View Post
Something that really annoyed me in ARMA II was the lack of good first person weapon animations. Reload animations were non-existent, hands would frequently clip through weapons or not even grip the weapon correctly at all. Will PR:ARMA II seek to correct these things, or are they low priority?

For those that have played ARMA II, do you think this is necessary or are you fine with the current "style" of animations?
The OP asks a question and again the thread wonders of into oblivion and back and off again, like in a previous thread i will try to steer you all back in the right direction with the following :

I will start by showing you exactly what we are talking about here :

YouTube Video


This is the current reload animation that the topic is discussing, it is a 60 frame key frame animation . each part that is meticulously moved in sequence and the final product is what we see in the video . now if we bear in mind here that from scratch it would take a DEV about a week ( a few hours a night) to complete the above animation for the M16 rifle ( don't forget we don't have MOCAP or cant afford the plug ins for expensive professional tool sets ). lets talk in terms of an anim for each brit weapon and this adds 2 months for anims + config work to the release Lets answer the original question.

For those that have played ARMA II, do you think this is necessary or are you fine with the current "style" of animations?


In addition i would also like to Expand on the original part here , just in case we find some willing chap to do the above.

What exactly needs changing , do you even play in 3rd and see your own anim , what is that you see that annoys you r needs changing.

Answer in detail please and who knows someone may even do this , i have done some basic anims and believe me they are about as hard as it gets, look forward to your newly enhanced replies

"There is a forgotten, nay almost forbidden word, which means more to me than any other.
That word is ENGLAND."
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Old 03-18-2010, 03:33 PM   #24
[R-DEV]zenrique
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Default Re: Weapon Animations

Of course it's just eye candy... but then, who doesn't like candy?
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Old 03-18-2010, 03:39 PM   #25
DeanosBeano
Default Re: Weapon Animations

Well i like the Eye candy at the Help Disco in RJ too but i cant always have it or if i do i have to at least do a few Animated moves on the dance floor first which isnt easy for my old body .

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That word is ENGLAND."
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Old 03-18-2010, 03:44 PM   #26
Dev1200

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Default Re: Weapon Animations

Post edited


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Last edited by DeanosBeano; 03-18-2010 at 03:53 PM.. Reason: PR V ACE Flame baiting
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Old 03-18-2010, 03:57 PM   #27
Dredge
Supporting Member
Default Re: Weapon Animations

As an ArmA player I would say that I am fine with the animation. It is a bit odd but thats just the way things are. The game itself is more about the tactics and the planning and execution thereof.

That being said, the PR version is going to be more focused than that of ArmA. ArmA is very broad and missions are designed by the community or others and all of our focus is on the next objective. With the PR aspect being introduced I think that new animations could serve their purpose, because its going to be smaller overall in terms of players and the like (smaller numbers players in a mission at once), so little things like animations will stand out alot more. I also think that many are going to use BF2:PR as a baseline measurment for the ArmA version and are expecting to see alot of the same things.

We almost never play in 3rd person. Actually, we NEVER play in third person and the way the camera angle is you dont even see the reload, unless you are actually intending on looking at it. All in all, its really up to the DEV's on if they want it or not. Personally I think the main focus should be (and I'm sure it is) gameplay. If the game is rocking people wont even care that your character is holding the magazine wrong.


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Old 03-20-2010, 02:30 PM   #28
Spectator6
Default Re: Weapon Animations

Something everyone needs to keep in mind when talking about the ARMA2 animations is that there are essentially no discrete FP animations in ARMA2. In typical FPS games, ala BF2, there are two sets of animations, one for the world player model and one for the FP weapon model. In ARMA2, the first-person camera is directly tied to the world player model. Which means when you see your FP hands holding the weapon/reloading, etc. it is actually the third-person/world player model that you are seeing.

I only mention that to highlight a key difference of ARMA2. I was also very critical of the game's supposed fp animations until I learned that there essentially aren't any fp animations (only third-person animations viewed from a fp perspective). This is why there isn't as much detail in the reloads, etc. as is normally expected in a fp game.

For example, here's how animations are "normally" handled
YouTube - G36c Reload Empty Wip (Ins)
The arm/hand models are completely separate, the weapon model is completely separate... This is part of the reason why you can look down in a typical FPS game and not see your feet. It's because you're viewing the game from a separate first-person perspective. ARMA2 is not that way. That's why other games like CSS or MW2 or BFBC2 can have weapons that "feel" more appropriate and have a better sense of handling, etc. It's because those animations are completely independent from the 3rd person perspective.

At first I didn't care for ARMA2's combat system, but now that I've grown accustomed to it, it feels much more authentic imo. I know when I went back to play some BF2:PR it felt completely "off" with fake headbob, floating fp perspective, etc. That's no hit to the PR team in any way, it just really highlighted to me the benefits of ARMA2's system, even if it means sacrifices in other areas (such as weapon animations).

Hope that helps =)
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Last edited by Spectator6; 03-20-2010 at 02:45 PM..
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Old 03-20-2010, 02:45 PM   #29
eddie
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Default Re: Weapon Animations

As an ArmA2 player I'm fine with the current animation as there are probably more deserving tasks (the new models). I don't even use third person and when I'm/some one else is reloading I'm not staring at my weapon/theirs, I'm scanning my arcs.

Surely this is more of a niggle than a full blown game stopper?
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Old 03-20-2010, 02:46 PM   #30
Stealth
Default Re: Weapon Animations

If it takes longer to release the mod then I'm fine with the current animations.
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