Posted in: Animation
Posted 2022-08-07 at 11:12 by Suchar
Hello everyone,
Today I will be talking about improvements in the Animation Systems of handheld weapons I have been working on in the last few weeks.
What are the Animation Systems?
Almost every single weapon has its own Animation Systems, one for first person and one for third person animations. The Animation Systems are responsible for handling animations, that is controlling which animations are played, when they are played and how they interact with each other when transitioning from one animation to another. Improving the Animation Systems does not indicate creating new animations but changing the aforementioned elements of already existing animations.
The final result
The main goal of updating the Animation Systems is to achieve smoother transitions between animations. Currently, many Animation Systems lack proper configuration for transitions, resulting in extremely abrupt animation transitions. In some extreme cases, there is no transition period at all and the system instantly changes the currently played animation.
Workload and Releases
The amount of content Project Reality has does not make this task any easier - in total, there are 379 first-person Animation Systems for handheld weapons which will be the first to receive an update. This is a lot of work which will most likely be spread over quite a few months and all PR updates along the way. In the far future, third person Animation Systems may follow the same path.
Example
All transitions for ironsight AK-74M have been updated with the most notable differences being:
(0:06) Fire --> Run
(0:17) Fire --> Run --> Sprint
(0:20) Sprint --> Reload
(0:25) Reload --> Sprint
You may want to watch the video in 0.5 speed to better see the differences.
That's all for today.
Thank you for your attention and see you on the battlefield!
Today I will be talking about improvements in the Animation Systems of handheld weapons I have been working on in the last few weeks.
What are the Animation Systems?
Almost every single weapon has its own Animation Systems, one for first person and one for third person animations. The Animation Systems are responsible for handling animations, that is controlling which animations are played, when they are played and how they interact with each other when transitioning from one animation to another. Improving the Animation Systems does not indicate creating new animations but changing the aforementioned elements of already existing animations.
The final result
The main goal of updating the Animation Systems is to achieve smoother transitions between animations. Currently, many Animation Systems lack proper configuration for transitions, resulting in extremely abrupt animation transitions. In some extreme cases, there is no transition period at all and the system instantly changes the currently played animation.
Workload and Releases
The amount of content Project Reality has does not make this task any easier - in total, there are 379 first-person Animation Systems for handheld weapons which will be the first to receive an update. This is a lot of work which will most likely be spread over quite a few months and all PR updates along the way. In the far future, third person Animation Systems may follow the same path.
Example
All transitions for ironsight AK-74M have been updated with the most notable differences being:
(0:06) Fire --> Run
(0:17) Fire --> Run --> Sprint
(0:20) Sprint --> Reload
(0:25) Reload --> Sprint
You may want to watch the video in 0.5 speed to better see the differences.
That's all for today.
Thank you for your attention and see you on the battlefield!
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Animation is being used as a powerful tool to express and share new ideas artistically. The art of animation aids in the spread and channeling of interaction retro bowl across several sectors.
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