It would be really cool if they added a /cpose animation when you're wearing the DRG AF2 where your character fiddles with the armor and it springs open/locks back down complete with the sound effect. :D
It would be really cool if they added a /cpose animation when you're wearing the DRG AF2 where your character fiddles with the armor and it springs open/locks back down complete with the sound effect. :D
I was thinking about something like this too when I saw the trailer! I want to see my gear have cool locking/equipping animation, especially as I'm a DRG and this expansion is like "DRAGOONS EVERYWHERE!"
Do want
Would be cool if when you draw your weapon a few of your armor pieces click into place like in the trailer. Similarly to how some weapons will unfold or w/e when you take them out.
Then it should happen with pretty much all gear whenever you change gearsets :p I see that part of the trailer as a representation of how the armory system works here, both him switching jobs and gear adapting to his body.
That would be cool yea. But I also noticed that when the Warrior was changing jobs, he was dropping his armor to the floor one by one. Would be cool to have something along those lines when you change classes/jobs.
It was cool but it would be quite a bit of work to animate as it would have to work for every piece of gear in the game.
NO WORRIES, SHIO IS HERE TO RUIN THE FUN!
(I like the idea, but it's too late for all our current gear)
The current 3D model 'structure' would completley disallow this.
Basicly each 3D model is made up of triangles or quads once it's used inside the game engine;
http://www.capcom-central.com/concep...nWireFrame.jpg
Now, underneath these pieces, (lets say a shoulder pad) more than likely depending on the design/type, the bottom side of that shoulder pad does not actually exist.
Imagine taking a piece of paper, turning it over and seeing nothing on the other-side, as if you were holding nothing.
That's essentially how most 3D models work, the otherside is completely unnecessary, as it's never seen. Therefore it's discounted and removed from the overall topology of the model.
http://i.imgur.com/zrP2rv3.png
As shown in this image here.
The areas I've highlighted, their under-sides, or concealed areas are more than likely 'hollow'.
"But can't just just add these bits back in?"
Good God No.
It would take months.
"Why?"
All the models are made from a high-poly reference model, these contain millions of polygons, before they use a process to achieve the 'trick' of it looking highly detailed in-game.
For example, Odins Mount 'Slepnir'. They would have to either reference back to this and add back in the detail, or simply attempt to 'stitch in' detail on the new gemoetry surfaces for the sides that don't currently exist.
It'd be an enormous waste of time.
High Poly Reference Model
http://rss.finalfantasyxiv.com/jp/blog/jp/sqex-011.jpg
In-Game Render
(Looks better in-game, XIV models never did render things properly)
http://i.imgur.com/3w67x93.png